Captain's Presence. Chose up to 2 foes that can see and hear Captain Flamebeard, and they must make a Wisdom Saving Throw (DC 20) or be frightened for 2 rounds.
Duergar Magic. Flamebeard can cast the Enlarge/Reduce and Invisibility spells once per day, without requiring a material component.
Psionic Fortitude. Captain Flamebeard has advantage on saving throws he makes to avoid or end the charmed or stunned condition on himself.
Multiattack. Captain Flamebeard makes 3 attack actions.
Flaming Hook. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 13 (2d6 + 6) slashing or piercing damage + 9 (2d8) fire damage.
Flintlock. RangedWeapon Attack: +10 to hit, range 30/60 ft., 1 target. Hit: 18 (2d12 + 5) piercing damage.
Cunning Action. Captain Flamebeard can Dash, Disengage, or Hide as a bonus action.
Protective Hook (5-6). Captain Flamebeard throws his hook in front of an incoming attack, adding 3 to his AC for that attack and all creatures within 5 feet of him must make a DC 14 Constitution saving throw or be deafened for 1 round as the sound of metal on metal rings out louder than it should.
Legendary Actions. You know them, you love them. He's got your standard 3.
Smokescreen (Costs 1 Action). Captain Flamebeard takes a big puff off his cigar, obfuscating his surrounding area with smoke. His space and all other spaces within 5 ft are considered Heavily Obscured until the start of his next turn.
Gleaming Gold (Costs 1 Action). Captain Flamebeard gives a wicked grin to one creature within 20 feet, the light gleaming off of his golden teeth catching them in the eyes. The target must succeed a DC 21 Constitution saving throw or be Blinded for 2 turns.
Hoist the Colors High (Costs 2 Actions). Captain Flamebeard yells out a rallying cry to his comrades. All living allies of Captain Flamebeard that can hear him may make a melee weapon attack against an enemy within 5 ft.
Comments