Medium Humanoid, Neutral Evil
Armor Class 17 (Improved Leather)
Hit Points 120 (16d8 + 3)
Speed 40 ft., Swim 20 ft.
STR
10 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
8 (-1)
CHA
16 (+3)
Saving Throws DEX +8, INT +6, CHA +7
Senses Passive Perception 10
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Enter the description for your special trait.

Lightfooted. Captain Jaques can take the Dash or Disengage action on each of its turns as a Bonus action.

Sea Legs. Captain JAques has advantage on Strength and Dexterity Checks made whilst standing on a waterborne vehicle.

Sneak Attack (1/Turn). Once per turn, Captain Jaques can deal an extra 5d6 damage to one creature he hit with an attack with a finesse or ranged weapon if he has advantage on the attack roll or another enemy of the target is within 5 ft. of it if that enemy isn’t incapacitated, and Captain Jaques dosen't have disadvantage on the attack roll.

Rakish Audacity. Captain Jaques adds his CHA modifier (+3) to his initiative rolls. He doesn’t need advantage on the attack roll to use his Sneak Attack against a creature if he is within 5 ft. of it, no other creatures are within 5 ft. of him, and he doesn’t have disadvantage on the attack roll.

Fancy Footwork. If Captain Jaques made a melee attack against a creature, that creature can’t make opportunity attacks against him for the rest of his turn.

Actions

Captain Jaques can take up to three of the following actions per turn.

Potions of superior Healing (3 Charges). Captain Jaques can use an action and expend 1 Charge to heal himself for 8d4 + 8 Healthpoints.

Bomb Belt (3 Charges) Captain Jaques can use an action and expend a number of charges to throw a Bomb  from the following list at a point up to 30 feet away.

Firebomb.  For 1 Charge Captain Jaque throws a Firebomb. Each creature within 5 feet of the Bomb must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage. On success they have to move 5 ft. away from away from the Bomb or take the damage.

Flashbang. For 1 Charges Captain Jaques throws a Flashbang. Each creature within 5 feet of the Bomb must succed on a DC 12 Constitution saving throw or take 3d4 thunder damage and become deaf and blinded for one turn. On a succes they only become deaf until the beginning of their next turn.

Boarders Rope (3 Charges). Captain Jaques can use an action and expend 1 charge to use one of the following actions.

Grapple. A Creature within 50 ft. of Captain Jaques has to make a athletics check (DC 15) if it fails it, is grappled. Until this grapple ends, the target is restrained. The creature can make a athletics check (DC 15) on the end of each of its turns to escape the grapple.

Swing. The Rope ataches itself to a Point within 50 ft of Captain Jaques. If the atatchmentpoint is at least 30 ft above him, he can use15ft of movement to swing on the rope, traveling 30 ft. in a straight line without triggering oportunity attacks. If the swing ends within 5 ft. of a creature he can make a Kick (Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) bludgeouning damage.) knocking the creature prone on a success.

Whip.Melee Weapon Attack: +8 to hit, reach 10 ft., two targets. Hit: 7 (1d4 + 4) slashing damage. If the target is medium or smaller it must succed a DC 15 Strength saving throw. On a failed save the creature is knocked prone.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4)piercing damage.

Pistol (1/Turn). RangedWeapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 10 (1d10 + 4) Piercing damage.

Panache. Captain Jaques can make a Persuasion check contested by a Players Insight check. On success, the Player has disadvantage on attack rolls against targets and can't make opportunity attacks against targets other than Captain Jaques for 1 minute. If it isn't hostile, it is charmed by you for 1 minute.

Bonus Actions

Lightfooted. Captain Jaques can take the Dash, Disengage or Use nonmagical Item (Potion or Bomb) action on each of its turns as a Bonus action.

Reactions

Uncanny Dodge. When Captain Jaques is hit with an attack, he can use his reaction to halve the attack’s damage against him.

Legendary Actions

Quick Wits (5 Legendary Actions). Captian Jaques can take a Legendary Action to perform another Action listed above. Only one Legendary Action can be used at a time and only at the end of another creatures turn.

Mystical Jewlery (2 Legendary Resistances) . If  Captain Jaques would fail a saving throw he can take a Legendary Resistance  succeed instead.

DocMartzz

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