Medium Humanoid (Dwarf), Lawful Good
Armor Class 16 studded leather
Hit Points 138 (18d8 + 54)
Speed 25 ft., Swim 25 ft.
STR
22 (+6)
DEX
17 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +9, CON +6
Skills Athletics +9, Intimidation +6, Perception +4, Survival +6
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 60ft, Passive Perception 14
Languages Common, Dwarvish, Thieves' Cant
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

Braver Than Most. Captain Hammer is immune to being frightened.

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.

Reckless Attack. At the start of his turn, the captain can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until his next turn.

Respectful Duelist. When engaged in one-on-one combat against a single opponent, Captain Hammer gains a +1 bonus to attack rolls and damage rolls. This bonus is forfeited if the opponent engages in dishonorable tactics. Furthermore, Captain Hammer will not willingly accept magical enhancements or assistance in a duel, finding such things dishonorable. He may refuse the benefits of spells or magical items offered by allies.

Reactive Combatant. The captain gains three reactions that restart at the beginning of his next turn.

Actions

Multiattack. Captain Hammer makes three attacks with his warhammer, one of which can be replaced with Mountain Breaker.

Warhammer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 6) bludgeoning damage.

Mountain Breaker(recharge 6). Each creature within a 15ft. of the captain must make a dexterity saving throw (DC 16) or take 22 (3d10 + 6) bludgeoning damage, be pushed 15 feet back, and knocked prone. On a successful save, the creature takes half of the damage, is pushed 5 feet, and remains standing.

Reactions

Counter Attack. When a creature targets the captain with a melee attack, he may use his reaction to make a warhammer 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.

Parry. The captain adds 2 to his AC against one melee attack that would hit him. To do so, he must see an incoming melee attack.

Description

Captain Harold "the Hammer" Mountainbreaker is one of the many pirates who venture through the Tropical Sea and is the captain of the Hermes' Wing. More of a self proclaimed Adventure Capitalist, then a pirate he is actually a very Honorable Combatant. Captain Hammer was once a barbarian warchief before he was recruited to the Trident Feet by Captain (later promoted to Commodore) James Blackfell. He would later have his life saved by Blackfell at the Battle of Skull Island (after which he was promoted to Commodore).

Adventure Capitalist

Captain Hammer is an opportunist when it comes to business, often offering services of relic retrieval, contraband smuggling, and blockade running. This devotion to quick cash grants him certain advantages.

  • Resourceful Raider. To ensure a steady income, the character invests in the latest weaponry, ship upgrades, and crew training. They are always on the lookout for valuable treasures, relics, or high-profile bounties that could fetch a handsome price.
  • Wealth-Driven Tactics. The character always evaluates situations from a financial perspective, seeking opportunities to maximize profit. This may involve negotiating ransoms, selling captured goods, or exploiting rivalries for better contracts.
  • Sea-Tested Leadership. As a seasoned mercenary captain, the character leads their crew with efficiency. They delegate tasks based on individual strengths, fostering a sense of loyalty by ensuring that their crew shares in the spoils of successful ventures.
  • Adventure Capitalist's Network. The character has connections with various underworld figures, merchants, and influential individuals. They use these connections to gain information, secure deals, and stay one step ahead of rivals.

 

Honorable Combatant

Captain Hammer follows a strict code of honor in battle, valuing fair play and respecting opponents. This commitment to honorable conduct grants him certain advantages.

  • Code of Conduct. Captain Hammer refuses to use dirty tactics, cheap shots, or dishonorable means during combat. He won't attack opponents who are unaware or incapacitated unless the opponent has proven themselves dishonorable first.

  • Code of Mercy. Captain Hammer does not deliver killing blows to incapacitated opponents unless those opponents have proven themselves dishonorable or are considered enemies that must be dealt with decisively.

  • Challenge Acceptance. Captain Hammer readily accepts challenges from others, especially those who question his honor. He may even go out of his way to issue challenges to prove his mettle.

Lair and Lair Actions

The Hermes' Wing is a lightly armed, low armor three masted sloop. The ship is armed with 6 cannons, 3 on each side, and 4 swivel guns, 2 on the front and back. There are also 2 cargo bays, each covered with a hatch that can be left open as a hazard in combat. 

Lair Actions

On initiative count 18 (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:

  • 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 captain, and his crew, can not be surprised or frightened while aboard the Hermes' Wing , and have advantage on saving throws against being charmed. The Ship also has +10 bonus to Stealth checks and can’t be tracked except by magical means.

Habitat: Coastal

oofoff_the_bastard

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