Demands of Nessus. At the start of each of Callous' turns, he can choose one ally he can see within 30 feet of him. The chosen ally loses 10 hit points and Callous regains the same number of hit points. If Callous is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally.
Fiendish Blessing. Callous' AC includes his Charisma bonus.
Firearm Expert. Callous has had extensive practice with firearms, giving him the following benefits:
• He ignores the loading quality of firearms with which he is proficient.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on his ranged attack rolls.
• If he makes an attack with a one-handed weapon, he can use a bonus action to attack with a loaded firearm he is holding.
Magic Resistance. When wearing his mantle of spell reistance, Callous has advantage on saving throws against spells and other magic effects.
Sneak Attack (1/Turn) Callous deals an extra 10 (3d6) Piercing damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the captain that isn't incapacitated and Callous doesn't have disadvantage on the attack roll.
Special Equipment. Callous wears a cap of water breathing, gloves of swimming and climbing and a mantle of spell resistance. While wearing the gloves, climbing and swimming don't cost him extra movement, and he has a +5 bonus to Strength (Athletics) checks made to climb or swim.
Multiattack. The pirate makes three Rapier attacks or two Pistol attacks.
Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage.
Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 9 (1d10 + 4) Piercing damage.
Spellcasting. Callous casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: thaumaturgy
3/day each: misty step
1/day each: darkness
Summon Devil (1/day). Callous summons 1d4 bearded devil with no chance of failure
Light Footed. Callous takes the Dash or Disengage action.
Fiery Reprimand (Recharge 6). When he takes damage from a creature he can see, Callous magically conjures searing flames around that creature, forcing it to make a DC 15 Dexterity saving throw. It takes 13 (3d10) Fire damage on a failed save, or half as much damage on a successfull one.
Parry. Callous adds 3 to his AC against one melee attack that would hit him. To do so, Callous must see the attacker and be wielding a melee weapon.
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