Gargantuan Humanoid, Chaotic Evil
Armor Class 16
Hit Points 75 (3d10)
Speed 20 ft., Cannot swim in water, can swim in land , Walk 30 ft.
STR
27 (+8)
DEX
13 (+1)
CON
15 (+2)
INT
20 (+5)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws STR +11, INT +8
Skills Intimidation +10
Damage Resistances Ranged Attacks, Damage from Spells
Damage Immunities Bludgeoning; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Grappled, Restrained
Senses Passive Perception 20
Languages Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Gunslinging Addict Captain Pinkbeard has 5 Flintlock Pistols, 4 Blunderbusses, 3 Muskets, and 2 Cannons mounted to his right arm. He can use an action to fire any number of them and can use a bonus action to reload up to 3 of his weapons. He can use a regular action to reload all of his guns. He creates the ammo and materials required for reloading his guns using some sort of Cantrip-like magic originating from his right pocket. He also is able to reload with lighting speed, even with a hook for his one functional hand.

Hook Hand Captain Pinkbeard does Slashing damage with unarmed strikes and is able to pierce anything with his hook. The hook also allows him to parry and disarm attacks with simple weapons.

Land Swim Captain Pinkbeard is able to swim through land as if it is water, though he prefers to use his ship. He can use this ability to drown people in the ground as if he was drowning them in water.

Actions

Flurry of Bullets Captain Pinkbeard chooses any of his ranged attacks that he can use and uses them. Roll a d20 and if the roll is lower than the amount of shots chosen, a misfire occurs. Roll a 1d4 to determine which weapon type misfires. (1 is the flintlock pistols, 2 is the blunderbusses, 3 is the muskets, and 4 is the cannons.) Captain Pinkbeard takes half of what the damage would have been, rounded down. If a misfire is rolled for a weapon that isn't being fired, round to the closest roll for a gun in use.

Flurry of Reloads Captain Pinkbeard reloads all of his arm-mounted firearms at once.

Hook Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 1 (1d8 + 2) Slashing damage. 

Flintlock Pistol Ranged Weapon Attack: +2 to hit, range 6/240 ft., x target. Hit: x (1d10 + 2) Piercing damage. Small creatures need to succeed a strength saving throw or be knocked back 4+x feet if hit from closer than 10 feet. Knockback only stacks with the same weapons. X stands for how many guns Captain Pinkbeard chooses to fire at once. 

Blunderbuss Ranged Weapon Attack: +2 to hit, range 6/60 ft., x target. Hit: x (2d8 + 2) Piercing damage. Small creatures need to succeed a strength saving throw or be knocked back 4+x feet if hit from closer than 10 feet. Knockback only stacks with the same weapons. X stands for how many guns Captain Pinkbeard chooses to fire at once.

Musket Ranged Weapon Attack: +2 to hit, range 6/480 ft., x target. Hit: x (1d12 + 2) Piercing damage. Small creatures need to succeed a strength saving throw or be knocked back 4+x feet if hit from closer than 10 feet. Knockback only stacks with the same weapons. X stands for how many guns Captain Pinkbeard chooses to fire at once.

Cannon Ranged Weapon Attack: +2 to hit, range 10/600 ft., x target. Hit: x (1d20 + 1d10 + 2) Bludgeoning and Fire damage respectively. Small and Medium creatures need to succeed a strength saving throw or be knocked back 9+x feet if hit from closer than 500 feet. Knockback only stacks with the same weapons. X stands for how many guns  Captain Pinkbeard chooses to fire at once.

Bonus Actions

Captain Pinkbeard can use a Bonus action to reload up to 3 of his guns. He can also use a bonus action to dive into the ground and start swimming.

Reactions

Put your spoiler here.

 

Disarm If Captain Pinkbeard is attacked with a simple weapon, he can react by rolling a dex check and, if he succeeds, disarm the attacker and throwing the weapon 1d4x5 feet away.

Legendary Actions

Captain Pinkbeard's Legendary action uses all of his ammo in his loaded guns. All of his guns need to be loaded to use his action.

Misfire Shockwave (Costs 1 Action). Captain Pinkbeard intentionally makes all of his guns misfire, creating a massive shockwave in a 30-foot cone. The shockwave deals 2d20+10 Thunder damage and knocks anyone affected prone, makes them deafened, and pushes them back 1d8x15 feet. This action also knocks Captain Pinkbeard prone, though on his next turn he can get up as a bonus action or as a reaction.

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

Captain Pinkbeard is a 27-foot-tall monster of a pirate. He is in fact part human, though his other race is not known. He took advantage of his mass and intimidated his way into being the land pirate captain of all captains. He has a pink beard, hence the name, a fully cosmetic eyepatch, a 4-foot-long peg leg, and a hook for the hand not fully obscured by the mass of mounted guns. His right arm is covered in firearms, ranging from flintlock pistols all the way to full on cannons. His hand that is obscured by the mass of metal and wood is constantly on different triggers. He wears a large pirate hat with a skull and crossbones. The hat has multiple pink beard hairs sewn into where his beard is located on his face. He also has a large pink flowing leather coat with magic repelling properties.

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: Human

Habitat: ForestGrassland

thetwoleggedman

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