Keen Smell. The Ca'arak Pirate has advantage on Wisdom (Perception) checks that rely on smell.
Lightfooted. The Ca'arak Pirate can take the Dash or Disengage action as a bonus action on each of their turns.
Suave Defense. When the Ca'arak Pirate is wearing light or no armor, add their Charisma modifier to their AC.
Pack Tactics. The Ca'arak Pirate has advantage on attack rolls against another creature if at least one of Ca'arak Pirate's allies is within 5 feet of the target creature and the ally isn't incapacitated.
Multiattack. The Ca'arak Pirate makes two attacks with their Claws.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) slashing damage.
Neck Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Constitution saving throw or start to bleed. While bleeding, the creature takes 2 (1d4) piercing damage at the start of their turn till the end of the fight, and every 1 minute after the fight. The effects end after a short or long rest, or can be cured with magic.
Flintlock (Recharge 4–6). Ranged Weapon Attack: +4 to hit, range 60/90 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
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