Captain's Command. Whenever an ally within 30 feet of Ren makes an attack roll, the creature can roll a d4 and add the number rolled to the attack roll.
Dirty Fighter. If Ren hits a creature that he had advantage on or if one of his allies is within 5 ft. of he deals an extra 21 (6d6) damage.
Sea Sprite's Sanction. All of Ren's attacks deal an extra 2d6 cold damage thanks to a deal that he made with a sea sprite.
Legendary Resistance (1/Day). If Ren fails a saving throw, he can choose to succeed instead.
Special Equipment. Ren wears +2 Half Plate and wields a Sun Blade and a Hammerhead Heater
Multiattack. Captain "Scarlet" Ren makes two Sun Blade attacks and uses his Smokebomb(if it's available) or attacks with his Hammerhead Heater once
Sun Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) radiant damage plus 7 (2d6) cold damage.
Hammerhead Heater. Ranger Weapon Attack: +13 to hit, reach 200 ft., one target. Hit: 21 (2d12 + 8) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) cold damage. If the target is a creature, the target must succeed on a DC 18 Strength saving throw or be pushed back 10 ft. 1f the target is an object or a creature made of inorganic material such as stone, crystal, or metal they take an additional 11 (3d6) bludgeoning damage.
Smoke Bomb (Recharge 4-6). Ren creates a 20-foot-radius sphere of fog centered on a point within 20 ft. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it
Water Pseudopod. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (2d6 + 1) cold damage
Ocean's Embrace. A curtain of water appears around Ren increasing his AC by +3 until he gets hit or it becomes his turn.
Ren can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Ren regains spent legendary actions at the start of his turn.
Tactical Movement. Ren moves up to his speed or commands an ally to move up to its speed. This movement doesn’t provoke opportunity attacks.
Water Pseudopod. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (2d6 + 1) cold damage
Gang Up (Costs 3 Actions). Ren commands two allies within 20 ft. of him to move and attack a creature also within 20 ft. of him. If this attack hits, it deals an additional 4 (1d6) bludgeoning damage.
Description
Captain "Scarlet" Ren dresses more like a cowboy than a pirate with spurs on his boots and a cowboy hat instead of a bicorn however he does fall into some stereotypes of pirates by brandishing his immense wealth, wearing a large crimson coat, and an opulent Sun Blade made of ivory, gold, and a sapphire pommel.
Lair and Lair Actions
Captain "Scarlet" Ren's lair is The Gilded Harbor of Norhold Thal-Dor, A bustling seaside port filled with markets and trade-ships. The stalls and shops of this harbor sell peculiar materials, exotic animals, and rare artifacts. Captain Ren takes strolls around the town on a regular basis to make sure everything is in tip-top shape.
Lair Actions
When fighting inside its lair, Ren can rally the people of the port town to take lair actions. On initiative count 20 (losing initiative ties), Ren takes a lair action to cause one of the following effects:
- Ren yells for the people of the town to take action, causing anyone in a 30-foot radius of a point he can see to make a DC 17 Dexterity save, taking 49 (8d6) piercing damage.
- Ren runs and surprises his enemies forcing anyone that Ren chooses to reroll initiative. Ren can't use this lair action until he uses the other two
- Ren and his allies survey their surroundings, they have advantage on Dexterity saving throws to avoid taking damage, additionally, when he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and half damage if he fails. This effect lasts until they move at least 5 ft. or it is the lair's turn again.
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