Feline Agility. When Captain Catapult moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, Captain Catapult can’t use it again until it moves 0 feet on one of its turns.
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Description
Captain Catapult isn’t willing to let the ship go without a fight. Unless the party is clearly on the ropes, however, he realizes he may be hard-pressed in combat. The easily panicked tabaxi does his best to bluff his way to victory, threatening the party with any sort of outrageous lie that might make them back down - whether that’s offering them an invaluable piece of “treasure” he knows the location of, claiming that he has a dozen more pirates waiting below deck, or attempting to convince the party that he’s the deadliest swordsman on the Great Sea. Seeing through any of Catapult's bluffs requires a DC 13 Wisdom (Insight) check.
If the party is responsive to the Captain’s bluffs, he attempts to talk his way into becoming the captain of their ship, offering to make his “peerless sailing expertise” available. The tabaxi is particularly keen to help the party out if they let on that they’re seeking the Fallen Star, as he secretly plans on claiming the star’s wish for himself as soon as they find it.
If the party becomes hostile toward the Captain, he isn’t afraid to draw his sword and fight them all off. Despite his buffoonish nature, Catapult is a competent swordsman and may give the party a run for their money - particularly if the party is exhausted following their previous fights.
The Captain would prefer not to die in combat, but given his extra lives, he isn’t afraid to fight to the bitter end. Catapult is more motivated by the prospect of long-lost treasure than bloodshed, however, and will bargain with the party even if he has the upper hand.
If Catapult defeats the party in combat he confiscates the astral compass, ties them up and leaves them below deck. The tabaxi doesn’t understand the compass, but is intrigued by it, and plans on forcing the party to explain everything they know about it once they come to.
Should Catapult be defeated, he tries to pitch himself overboard with a final dramatic scream, preferring a memorable death.
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