Medium Humanoid (Tabaxi), Chaotic Neutral
AC 15 (studded leather)    Initiative +3 (13)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 15 +2 +4
DEX 16 +3 +5
CON 14 +2 +2
Mod Save
INT 14 +2 +2
WIS 11 +0 +2
CHA 14 +2 +2
Skills Athletics +4, Deception +4
Senses Darkvision; Passive Perception 10
Languages Common, Goblin
CR 2 (XP 450; PB +2)
Traits

Feline Agility. When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns.

Actions

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: +5 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.

Reactions

Parry. The captain adds 2 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.

Ninth Life. When the tabaxi pirate suffers a critical hit, it can use its reaction to cancel any effects triggered by a critical hit provided it can see the attacker.

Description

Bombastic and reckless, Captain Catapult wouldn’t have lasted very long as a pirate on the Great Sea if it wasn’t for one unusual trait. Due to a strange quirk of fate, the tabaxi pirate has nine lives. Stories circulate about the seedier dockside hangouts of the charmed captain who has come out of impossible situations time and time again, miraculously unscathed. The captain keeps the fact of his multiple lives a secret - the better to further his legend - and because he himself isn’t entirely sure how many he has left.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

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