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).
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.
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)
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
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1/29/2024 12:56:52 PM
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7/22/2024 2:20:10 PM
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12
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