Medium Humanoid, Chaotic Evil
Armor Class 12 Natural
Hit Points 18 (3d8)
Speed 20 ft., Walk 20 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
13 (+1)
WIS
12 (+1)
CHA
11 (+0)
Senses Tremorsense, Passive Perception 14
Languages Abyssal Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

Action Name. Enter the description for your action.

Action Melee Attack. Scimitar +3 to hit, reach 2 ft., 1 target. Hit: 6 (1d8 + 2) [slashing damage] damage. 

Action Ranged Attack. Serrated Whip: +4 to hit, range 10/20 ft., 1 target. Hit: 7 (1d10 + 2) [Slashing and Bludgeoning] damage.

Reactions

Call of Aid: The Cursed Pirates get to call to another when hits 1 hp.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A ragged humanoid figure with ocean creature parts. These are generously cruel pirates that follow Davy Jones Orders. The Dutchman must always have a Captain.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undeadhumanoidmonstrosityHuman

Dungeons_Dragonsboy

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