Large Humanoid (Any Race), Any Alignment
Armor Class 16 (plate)
Hit Points 84 (12d10 + 14)
Speed 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws STR +6, CON +5
Skills Athletics +5, Intimidation +4
Damage Vulnerabilities Bludgeoning
Damage Resistances Piercing from nonmagical attacks, Fire, Lightning
Senses Passive Perception 10
Languages any one language (usually Common)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Flourish. The captain adds its Charisma modifier to the damage roll for its Greatsword attacks (included in the attack).

Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.

Actions

Multiattack. The captain makes two attacks with his battlearmor greatsword

Battlearmor Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d10 + 5) slashing damage.

Cannon Fire. Ranged Weapon Attack, Dex Save DC 15: reach 150 ft., Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes (8d6+2) fire damage on a failed save, or half as much damage on a successful one.

Fireball

Bonus Actions

Cannon Reload: Whenever a friendly creature is within 30 feet of the captain and can hear him, it uses its next action to reload the Cannon of the Captains Battlearmor

Reactions

Shape Up, Ye Dog (2/day). Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.

Bait and Switch. When the Captain is within 5 feet of a friendly creature that is attacked, he can switch places with that creature, provided he has at least 5 feet of movement left and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll a d6. Until the start of the next turn, the other creature gains a bonus to AC equal to the number rolled.

H3lbo

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