Handcuff. Can use an action to Handcuff a pirate, when Handcuffed the pirate has to make a DC 15 strength save or else be Handcuffed, when handcuffed you are prone and can make a DC 17 strength save every minute, after one hour the pirate is Captured and their adventure is over…
Attacks
Dual Slash Dual Saber Attack +2 to hit, reach 6 ft., 4 target. Hit: 13(1d10+ 5) [Slashing] damage.
Bullet Spray Dual Pistol Attack +3 to hit, range 45/90 ft., 6 target. Hit: 10 (1d8 + 3)[Bludgeoning] damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A Chief Petty Officer after training now out for pirates heads.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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