Medium Humanoid (Dragonborn), Neutral Evil
Armor Class 15 Metal
Hit Points 100 (10d8 + 20)
Speed 30 ft.
STR
20 (+5)
DEX
17 (+3)
CON
20 (+5)
INT
16 (+3)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws STR +8, DEX +6, WIS +3
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Draconic, Common.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Has Acid Breath. She's a black Dragonborn

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Acid Breath. Breath Attack. 5 by 30 ft line (Dex saving throw) You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Description

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

Lair and Lair Actions

Called "The Pit". It's like the goblin hideout in the hobbit where golem is.

Monster Tags: fiend

Habitat: CoastalHillUrban

Mchild

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