Medium Swarm of Medium humanoids, Unaligned
Armor Class 18 Leather
Hit Points 66 (3d20 + 6)
Speed 30 ft., Swim 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws STR +6, DEX +6, CON +6, INT +6, WIS +6, CHA +2
Condition Immunities Charmed, Exhaustion, Petrified, Poisoned
Senses Darkvision 120ft., Truesight 120ft., Passive Perception 15
Languages All
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

Cogsworth protects his crew and cargo from harm.

He's the best lookout this crew has ever had.
never eats, sleeps, or gets sick. He's the best at what he does.

Don't anger him 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, Kick, or Rifle. 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.

Rifle.  Range Attack: +6 to hit, range 80 to 240 ft., 1 target. Hit: 6 (2d10 + 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, Kick, or Rifle 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.

Rifle.  Range Attack: +6 to hit, range 80 to 240 ft., 1 target. Hit: 6 (2d10 + 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, Kick, or Rifle 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.

Rifle.  Range Attack: +6 to hit, range 80 to 240 ft., 1 target. Hit: 6 (2d10 + 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: NPCMisc CreatureconstructhumanoidSidekickartillerysupportAny

Habitat: ArcticCoastalUnderwaterUrban

TattooKuma

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