Medium Humanoid (Drow), Chaotic Neutral
Armor Class 17 No Armor
Hit Points 110 (13d8)
Speed 40 ft., Climb 30 ft., Swim 20 ft.
STR
8 (-1)
DEX
20 (+5)
CON
10 (+0)
INT
12 (+1)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws STR +4, DEX +10
Condition Immunities Charmed
Senses Darkvision Radio 120 pies, Passive Perception 18
Languages Common, Elvish, Goblin, Thieves' Cant, Undercommon
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Sunlight Sensitivity

While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Drow Magic

The captain flint is a draw spellcaster. Its spellcasting ability is [+3] (spell save DC 16, +8 to hit with spell attacks). The Captain Flint has following drow spells prepared:

At will: dancing lights

1/day each: darkness, faerie fire

Drow Weapon Training

You have proficiency with rapiers, shortswords, and hand crossbows.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Actions

Acciones - 2 ataques por acción

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: (1d6 + 4) [bludgeoning] damage. 

Espada Ropera. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit:  (1d8 + 4) [piercing] damage. 

Ballesta de Mano. RangedWeapon Attack: +9 to hit, range 30/120 ft., 1 target. Hit:  (1d6 + 4) [piercing] damage.

Daga. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: (1d4 + 4) [piercing] damage.

Bonus Actions

Flurry of Blows. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit:  (1d6 + 4) [bludgeoning] damage.

Cunning Action. You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Steady Aim (Rogue feature) As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn

Otros

Ki Points (Special). You can spend Ki Points to fuel ki features. You have 5 points per short rest and your Ki save DC is 16.

Sneak Attack (Special). Once per turn, you can deal an extra (4d6) damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Stunning Strike (Special). When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 16)

Fancy Footwork (Rogue feature) During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Rakish Audacity (Rogue feature) You add your CHA modifier to your initiative rolls. You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 ft. of it, no other creatures are within 5 ft. of you, and you don’t have disadvantage on the attack roll.

Evasion (Rogue feature) When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reactions

Deflect Missiles.  You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by (1d10 + 9). If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.

Slow Fall. You can use your reaction when you fall to reduce any falling damage you take by 25.

Uncanny Dodge When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Legendary Actions

LA SANACIÓN DEL BORRACHO (Costs 1 Actions). Puedes curarte 50 puntos de golpe una vez cada descanso largo, siempre y cuando en la acción bebas alcohol.

Description

El Capitán Flint es el capitán de La Emperatriz de Sal, y un pirata legendario de la edad de oro de la piratería de Sword Coast. Participó en la Batalla de Waterdeep hace casi dos siglos atrás junto a Lankus, Shanty, Barbanegra y Syrgaul, siendo este ultimo el único amor verdadero que ha tenido en su vida. Edonista, egoista y un borracho con un pasado lleno de sufrimiento e incomprensión ha hecho de el un capitán difícil y un peor amigo.

Previous Versions

Name Date Modified Views Adds Version Actions
5/17/2023 6:15:52 PM
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Monster Tags: elf

Habitat: Underdark

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