Medium Humanoid (Tortle)
Armor Class 18 Studded Leather + Ring of Protection
Hit Points 200 (20d10 + 60)
Speed 40 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
12 (+1)
Senses Passive Perception 14
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Actions

Multi Attack. Captain Tamar makes two melee attacks or one melee and one ranged attack 

Tamar's Cutlass. Melee Weapon Attack:  +9 to hit, reach 5ft., 1 target. Hit: 12 (2d8+3) damage.  Once per turn can do an extra 7 (2d6) and DC 15 constitution save or be poisioned giving disadvantage on attack rolls and saving throws

Tamar's Pistol. Ranged Weapon Attack:  +9 , range 40/120ft., 1 target. Hit:  15 (2d8+4)  piercing damage. +7 (2d6) force damage once per turn. DC 15 Strength check or be pushed back 5 feet.  4 shots before reload. Action to reload

At half Health or lower: 

Explosive Grenade. Ranged Weapon Attack:  +9 to hit, range 30 ft., burst radius 10 ft., one target. Hit: 20  (3d10+4) Fire damage. Each creature within 10 ft. of the target must make a DC 15 Dexterity saving throw, taking 10  (3d6) fire damage on a failed save or half as much on a successful one. Captain Tamar can use this action once per day.

Bonus Actions

At below half health or when his two compatriots are dead he can call 1d4 bandits to help him. 

Reactions

Parry. Captain Tamar adds 3 to his AC against one melee attack that would hit him. To do so, Captain Tamar must see the attacker and be wielding a melee weapon.

Sentinel.

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Legendary Actions

Legendary Resistance (3/Day). If Captain Tamar fails a saving throw, he can choose to succeed instead.

Legendary Actions Captain Tamar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Captain Tamar regains spent legendary actions at the start of his turn.

  • Reload Pistol. Captain Tamar reloads his pistol, which can be fired as part of this action.
  • Fire  Pistol. Captain Tamar fires his pistol 
  • Sweeping Cut. Captain Tamar makes a melee attack with his cutlass against a every creature within 5ft to the front or side of him
  • Disengage. Captain Tamar takes the Disengage action.

Below half health: (takes 2 legendary actions)

  • Grenade Toss.  Ranged Weapon Attack:  +9 to hit, range 30 ft., burst radius 10 ft., one target. Hit: 20  (3d10+4) Fire damage. Each creature within 10 ft. of the target must make a DC 15 Dexterity saving throw, taking 10  (3d6) fire damage on a failed save or half as much on a successful one. 

Description

Big bad tortle smuggler 

Drops the following items:

  1. Tamar's Cutlass
  2. Tamar's Pistol
  3. Ring of Protection
  4. Amulet of the Syndicate - a gold amulet with the symbol of the syndicate engraved on it. While wearing the amulet, the wearer gains advantage on Charisma (Intimidation) checks when dealing with members of the syndicate, and can use a bonus action to cast Detect Magic.
  5. Gloves of Thievery - These gloves grant the wearer proficiency in Sleight of Hand and lockpicking tools. (Non Attunement)
  6. Ring of Smuggling - This ring allows the wearer to hide small objects within a pocket dimension. The ring can hold up to 5 pounds of objects.(Non attunement)

Previous Versions

Name Date Modified Views Adds Version Actions
5/10/2023 5:19:00 AM
10
2
--
Coming Soon
5/11/2023 4:04:45 PM
7
0
--
Coming Soon
Andrew_of_the_Robertson_Clan

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