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.
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.
Prison Break. (Recharges on a 5 and 6 of D6): Captain Graham calls for 1d4 GOLIATH GUARD to join him in the fight.
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
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4/5/2024 11:36:31 PM
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5
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Coming Soon
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4/6/2024 12:28:48 AM
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7
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1
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Coming Soon
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