Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked when on a water borne vehicle
Blood Frenzy: The shark has advantage on melee attack rolls against any creature that doesn't have all its Hit Points.
Water Breathing: The shark can breathe Underwater.
Multiattack. The captain makes three attacks one bite, one with its hook, and one with its anchor.
Hook Melee Attack: +4 to hit, one target. Hit: 5 (1d6 + 2) piercing damage
Anchor. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) Piercing or Bludgeoning
Bite: Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage. Restrains on a hit Str Dc of 16 required to break free.
Shape Up, Ye Dog (2/day). Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.
Tail Swipe After taking damage in melee range make an attack roll on a success the target is prone
Description
Was once a fearsome but human pirate captain, but after raiding a Water goddesses temple and doing terrible things to a priestess, he was cursed to be as brutish and evil on the outside as he was on the inside, some say he prefers his new form.
Previous Versions
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6/6/2019 1:24:48 AM
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2
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0
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Coming Soon
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