Medium Swarm of Medium humanoids, Unaligned
Armor Class 18 Leather
Hit Points 66 (3d20 + 6)
Speed 30 ft., Swim 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +4, DEX +4, CON +6, INT +6, WIS +7, CHA +7
Skills Acrobatics +10, Athletics +10, Intimidation +10, Persuasion +5
Senses Passive Perception 15
Languages Common, Common Sign Language, Thieves' Cant
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Captain Donson works hard to survive and to live in this harsh world.
He loves their crew like family.

Captain Donson protects his crew and cargo from harm.

Don't anger them or their crew though.
They hold a grudge.

Be kind to them and they'll be kind to you.

Unity. When a Sailor is attacked or enters combat, any other Commoners within 50ft. will join them in combat.

Actions

Multiattack. Captain Donson can attack with his Pistol, Longsword, Shortsword, Dagger, slap, Punch, or Kick. 4 attacks.

Slap. Unarmed Strike: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d2 + 1) Bludgeoning damage.

Punch. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d2 + 2) bludgeoning damage.

Kick. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d6 + 2) bludgeoning damage.

Pistol.  Range Attack: +6 to hit, range 30 to 90 ft., 1 target. Hit: 6 (1d10 + 6) piercing damage.

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 2) piercing damage.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6 + 3) slashing damage.

Longsword. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d8 + 3) slashing damage.

Self Preservation. When the Sailor's HP is at 25% or lower their first instinct is to flee, running away directly after the turn of the PC that put them in this state.

Bonus Actions

Multiattack. Captain Donson can attack with his Pistol, Longsword, Shortsword, Dagger, slap, Punch, or Kick. 2 attacks.

Slap. Unarmed Strike: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d2 + 1) Bludgeoning damage.

Punch. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d2 + 2) bludgeoning damage.

Kick. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d6 + 2) bludgeoning damage.

Pistol.  Range Attack: +6 to hit, range 30 to 90 ft., 1 target. Hit: 6 (1d10 + 6) piercing damage.

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 2) piercing damage.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6 + 3) slashing damage.

Longsword. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d8 + 3) slashing damage.

Self Preservation. When the Sailor's HP is at 25% or lower their first instinct is to flee, running away directly after the turn of the PC that put them in this state.

Reactions

Multiattack. Captain Donson can attack with his Pistol, Longsword, Shortsword, Dagger, slap, Punch, or Kick. 2 attacks.

Slap. Unarmed Strike: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d2 + 1) Bludgeoning damage.

Punch. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d2 + 2) bludgeoning damage.

Kick. Unarmed Strike: +2 to hit, range 5 ft., 1 target. Hit: 2 (1d6 + 2) bludgeoning damage.

Pistol.  Range Attack: +6 to hit, range 30 to 90 ft., 1 target. Hit: 6 (1d10 + 6) piercing damage.

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 2) piercing damage.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6 + 3) slashing damage.

Longsword. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d8 + 3) slashing damage.

Self Preservation. When the Sailor's HP is at 25% or lower their first instinct is to flee, running away directly after the turn of the PC that put them in this state.

Monster Tags: Human

Habitat: ArcticCoastalUrban

TattooKuma

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