Medium Humanoid (Human), Lawful Good
Armor Class 13 Mariner's Studded Leather
Hit Points 52 (7d8)
Speed 30 ft.
STR
9 (-1)
DEX
13 (+1)
CON
14 (+2)
INT
16 (+3)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws DEX +4, INT +6
Senses Passive Perception 13
Languages Abanasinian, Ergot, Solamnic, Thieves' Cant
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits
Sneak Attack (Special) Once per turn, you can deal an extra 4d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Actions

Dagger. MeleeWeapon Attack: +4 to hit, range 20/60 ft., 1 target. Hit: 3 (1d4 + 1) [piercing] damage, Simple, Finesse, Light, Thrown.

Shortsword. MeleeWeapon Attack: +4 to hit, range 5 ft., 1 target. Hit: 4 (1d6 + 1) [piercing] damage, Martial, Finesse, Light.

Sneak Attack. (4d6).

Bonus Actions
Cunning Action You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Master of Tactics You can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you if it can see or hear you.
Reactions

Opportunity Attack You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

Uncanny Dodge When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Description

(NPC from Dragonlance module DL9 Dragons of Deceit)

Captain Karyzzal is a grizzled seafarer who has a surprisingly pleasant manner. He abhors the spreading reign of the Dragonarmies and yearns for his younger days when he might have done something about it. Now he will do his utmost to aid the PCs in their quest, even to the point of sacrificing his life.

Lair and Lair Actions

The Jolly Widow. Captain Karyzzal`s ship has a crew of 25. The captain (himself), a first mate (use veteran), bosun (use thug), helmsman, quartermaster, cook, and 19 common sailors (use commoner). It also has a ship's cat that doesn`t count when making up the numbers, even if she is a Chimeric Cat.

Gargantuan vehicle (130 ft. by 50 ft.)

Creature Capacity 30 crew, 70 passengers

Cargo Capacity 300 tons

Travel Pace 3 miles per hour (72 miles per day)

STR
20 (+5)
DEX
4 (-3)
CON
20 (+5)
INT
0
WIS
0
CHA
0

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, The Jolly Widow can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can’t take these actions if it has fewer than three crew.

Move. The ship can use its helm to move with its sails.

Hull

Armor Class 15

Hit Points 550 (damage threshold 20)

Control: Helm

Armor Class 18

Hit Points 50

Move up to the speed of one of the ship’s movement components, with one 90-degree turn. If the helm is destroyed, the ship can’t turn.

Movement: Sails

Armor Class 12

Hit Points 100; -10 ft. speed per 25 damage taken

Speed (water) 25 ft.; 10 ft. while sailing into the wind; 40 ft. while sailing with the wind

Previous Versions

Name Date Modified Views Adds Version Actions
1/29/2024 12:56:52 PM
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7/22/2024 2:20:10 PM
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Monster Tags: NPCleader

AsbelMcTalisker

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