By Your Command. The captain can use the help action as a bonus action if an ally is within 15 ft and can hear him.
Commanding Presence. All allied creatures get advantage on attack rolls and saving throws within 15 ft of him
Fancy Footwork. the captain may disengage from enemies he has attacked without provoking opportunity attacks.
Honor Amongst Thieves. If before violent confrontation breaks out an adversary calls 'Parlay', the captain is open to a civil discussion on how to avoid conflict escalation.
Seasoned Sea Dog. While aboard a sea vessel, the captain has advantage on all dexterity saving throws against anything that can affect his balance or physically harm him.
Solid Footing. The captain is immune to the prone condition.
Reactive Combatant. The captain gains four reactions that restart at the beginning of his next turn.
Multiattack. The captain makes four attacks with Redbeard's Cutlass and either an attack with his hook or blunderbuss peg leg.
Redberad's Cutlass. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) magical slashing damage.
Hook. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d4+6) piercing damage. If hit, a creature must make a DC 19 strength save or be grappled.
Blunderbuss Peg Leg (recharge 6) . Each creature in a 30-foot cone must make a dc 16 dexterity saving throw. A creature takes 25 (5d8) piercing damage on a failed save, or half as much damage on a successful one.
Throw Grenade (recharge 6). The captain tosses a grenade at a point up to 60 feet away. Each creature within 20 feet of where it lands must make a DC 15 Dexterity saving throw, taking 55 (5d10) piercing damage on a failed save, or half as much damage on a successful one.
Dancing Blade (3/day). The captain starts Dancing Blade, which lasts for one minute. It ends early if he is incapacitated, dons medium or heavy armor, or is disarmed. it can also dismiss Dancing Blade at any time (no action required). While the Dancing Blade is active, the captain gains the following benefits:
- +3 to AC
- walking speed increases by 10 ft.
- advantage on melee attacks
- +3 bonus to any dexterity saving throws
Counter Attack. When a creature targets the captain with a melee attack, he uses his reaction to make a cutlass attack against the creature. Additionally, any time a creature attempts to make a melee attack against him and rolls a natural 1 on the attack roll, he hits the creature regardless of his attack roll.
Counterspell (3/day). When the captain sees a creature within 60 feet of you casting a spell and it's 5th level or lower, its spell fails and has no effect. If it is casting a spell of 6th level or higher, make an ability check using his spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
Reflect (1/day). If the captain is targeted by spell or would be affected by a spell that creates an area of effect and the spell is 7th level or lower, the spell is reflected to the creature casting it, or centered on the creature if it has an area. If it is casting a spell of 8th level or higher, make an ability check using your spellcasting ability. The DC equals 12 + the spell’s level.
Description
Captain Roger Moore Redbeard is one of the many pirates who haunt the Tropical Sea and is the captain of the Black Seas Barracuda. Unlike most of pirates he is actually fairly friendly, but don’t be fooled, if there is gold on the line he can get quite ruthless. Captain Redbeard is proud of his ancestors, and seeks to reclaim the gold that they have hidden across the Southern Sea.
Lair and Lair Actions
The Black Seas Barracuda looks like a typical brig with two square-rigged masts. The ship is armed with 18 cannons, 9 on each side. There are also four cargo bays, each covered with a hatch that can be left open as a hazard in combat.
Lair Actions
On initiative count 22 (losing initiative ties), the captain takes a lair action to cause one of the following effects; the captain can’t use the same effect two rounds in a row:
- Rope Swing. The Captain cuts a rope and holds on, pulling himself upwards or sideways up to 20ft.
- Mast Swivel. The captain orders his crew to turn one of the masts. Anyone within 15ft. of that mast must make a DC 16 Dexterity Save or take 15 (3d8) Bludgeoning damage and be knocked prone.
- Cargo Hatch. The captain orders his crew to open one of the cargo bay hatches. Any creature standing on top of the trap door must make a DC 14 Dexterity Save or take 10 (4d4) Bludgeoning damage and be knocked prone in the ships cargo hold.
The seas within 1 mile of the Black Seas Barracuda are infested with aggressive sharks that attack any creature that falls in the water. The captain, and his crew, can not be surprised while on the ship, and have advantage on saving throws against being frightened or charmed.
If the captain dies, these effects fade over the course of 2d4 days.
Previous Versions
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1/13/2024 3:04:41 AM
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Coming Soon
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