Medium Humanoid, Any Good Alignment
Armor Class 14 Natural Armor
Hit Points 24 (3d8 + 5)
Speed 30 ft.
STR
14 (+2)
DEX
13 (+1)
CON
11 (+0)
INT
12 (+1)
WIS
12 (+1)
CHA
11 (+0)
Senses Passive Perception 12
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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…

Actions

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.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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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