Shapechanger. Captain Morgan can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. Captain Morgan has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If Captain Morgan surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Adhesive. If Captain Morgan is hit with a melee attack, their skin grips onto enemy must make a DC 13 athletics check to
Multiattack. Captain Morgan makes two three attacks.
Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. Captain Morgan magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the Captain Morgan can continue reading its thoughts, as long as the Captain Morgans concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the Captain Morgan has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Windy Day. A wind tunnel erupts from the base of the sword. As a reaction, when Captain Morgan is hit by a melee or ranged attack, they expel a tornado like gust of wind from their sword to throw off the assailant. Captain Morgan has a +5 AC against the hit, and the attack must be rolled at disadvantage.
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