Multiattack: Captain Hook makes three attacks: one with his Rapier and two with his Flintlock Pistol.
Rapier: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage.
Flintlock Pistol: Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Hooked Grapple: Captain Hook can attempt to grapple a creature with his metal hook. If the target is Medium or smaller, it must make a DC 14 Strength saving throw or be grappled. On a success, the target is not grappled, but still takes 8 (1d8 + 4) slashing damage.
Uncanny Dodge: When an attacker that Captain Hook can see hits him with an attack, he can use his reaction to halve the attack's damage against him.
Legendary Resistance (3/Day): If Captain Hook fails a saving throw, he can choose to succeed instead.
Captain Hook can take 1 legendary action, 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 Hook regains spent legendary actions at the start of his turn.
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Disarming Parry: Captain Hook makes a parry attack against a creature that attacked him. The attacker must succeed on a DC 15 Dexterity saving throw or drop their weapon within 5 feet of Captain Hook.
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Commanding Presence: Captain Hook issues a command to one of his crew members. The crew member can immediately use its reaction to take an action or move up to its speed.
Description
Captain Hook is a vengeful and cunning pirate captain who seeks revenge against his arch-nemesis, Peter Pan. He is a skilled swordsman and marksman, using his rapier and flintlock pistol to engage enemies from a distance or in close combat. His metal hook is a menacing weapon, capable of grappling foes or dealing slashing damage.
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