Medium Swarm of Medium humanoids, Unaligned
Armor Class 18 Natural
Hit Points 66 (3d20 + 6)
Speed 30 ft., Swim 60 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +5, DEX +5, CON +6, INT +6, WIS +6, CHA +6
Skills Acrobatics +15, Athletics +15, History +25, Insight +25, Intimidation +20, Perception +15
Condition Immunities Charmed
Senses Darkvision 60ft., Truesight 60ft., Passive Perception 15
Languages All
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

Crush protects his crew and cargo from harm.

He; 's forgotten more than most have ever known about the known world.
His years at sea make him the best navigator this crew has ever had.

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, Snap, Punch, Kick, or Rifle. 4 attacks.

Snap. Unarmed Strike: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d2 + 1) Piercing 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, Snap, Punch, Kick, or Rifle. 2 attacks.

Snap. Unarmed Strike: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d2 + 1) Piercing 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, Snap, Punch, Kick, or Rifle. 2 attacks.

Snap. Unarmed Strike: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d2 + 1) Piercing 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 CreaturehumanoidSidekicksupportAny

Habitat: ArcticCoastalUnderwaterUrban

TattooKuma

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