Sea-legs. The captain has advantage on saving throws against being knocked prone.
Magic Resistance. The captain has advantage on saving throws against spells.
Mirthful Leaps. Whenever the captain makes a long jump or a high jump, she adds a d8 to the number of feet she covers, even when making a standing jump. This extra distance costs movement as normal.
Multiattack. The captain makes any combination of 2 of the following: a Harpoon-spear attack, a whirl attack or a long-shot attack.
Harpoon-Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30 ft., one target. Hit: 10 (2d8 + 3) piercing damage.
Long-shot. Ranged Weapon Attack: +5 to hit, range 60 ft., one target further than 30 feet. Hit: 8 (2d4 + 3) piercing damage, if the target is a creature it must make a DC 14 Strength Saving throw or be pulled 15 feet closer to the captain.
Whirl. Any creature within 30 feet of the captain must make a DC 14 Dexterity Saving throw or take 8 (2d4 + 3) bludgeoning damage and be knocked prone.
Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Description
The captain of a small pirate crew under Admiral Marrow, Captain Blackram is an older Satyr woman famed for her combat skill with a Harpoon and rope.
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