Large Humanoid (Goliath), Lawful Evil
Armor Class 16 Studded Leather
Hit Points 144 (12d12 + 14)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +6, CON +5
Skills Insight +8, Intimidation +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Passive Perception 12
Languages Common, Giant, Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Regeneration. Captain Graham regains 12 hit points at the start of his turn if he has at least 1 hit point. 

Sure-Footed. Captain Graham has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.

Adrenaline rush. When Capt. Graham's hit Points are reduced to 0 for the first time in a day his hit points are reduced to 1 instead. His next attack roll is rolled with Advantage. 






 

Actions

Multiattack. Captain Graham makes two attacks with his Warhammer.

Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2D8+4 Bludgeoning Damage.

Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 13) if it is a large or smaller creature. Until the grapple ends, the target takes 6d6+6 bludgeoning damage at the start of each of the hag’s turns. Captain Graham can’t make attacks while grappling a creature in this way.



 

Bonus Actions

Prison Break. (Recharges on a 5 and 6 of D6): Captain Graham calls for 1d4 GOLIATH GUARD to join him in the fight.

Reactions

Iron Coat. as a reaction graham can make his skin as tough as Iron and add +3 to his AC until the start of his next turn. (3/day)

Lair and Lair Actions

  • Captain Graham takes his lair actions on initiative count 20 when encountered in his prison. 

    • "LOCKDOWN": (2/Day) Captain Graham targets two party members within 60 ft. teleporting them inside a magically enhanced holding cell within eyesight. At the beginning of their turn each trapped player must succeed on a DC 13 Dexterity saving throw to break out of the cell. On a failed Saving throw the player is stuck in the cell and cannot attack during their turn. 
    • "Guard Tower": Captain Graham targets one party member and marks them as priority target. A manned guard tower will fire a poison dart towards this player and the player must succeed on a DC 10 CON saving throw or be POISONED. 

Previous Versions

Name Date Modified Views Adds Version Actions
4/5/2024 11:36:31 PM
5
1
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Coming Soon
4/6/2024 12:28:48 AM
7
1
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Coming Soon

Habitat: Urban

mattbarr125

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