Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Pistols. Ranged Weapon Attack: hits automatically, reach 10 ft. two/one target(s) . Hit: (2d10+5) piercing damage. Target must roll Medicine check (must beat 17)
Parry. Captain James adds 5 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
The Ship Captain has 6 single shot pistols holstered in the front of his jacket. Twice per turn the Ship Captain can shot 2 bullets at anyone he is in combat with without rolling to hit. When reloaded that takes up a whole turn including movements.
Description
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.