Medium Humanoid (Human), Chaotic Neutral
Armor Class 27 Natural Armor
Hit Points 137 (20d8 + 40)
Speed 40 ft., Swim 30 ft.
STR
14 (+2)
DEX
22 (+6)
CON
15 (+2)
INT
24 (+7)
WIS
19 (+4)
CHA
19 (+4)
Saving Throws DEX +12, INT +13, CHA +10
Skills Acrobatics +18, Deception +16, Insight +10, Persuasion +16, Sleight of Hand +12
Damage Immunities Psychic
Condition Immunities Charmed
Senses Passive Perception 20
Languages Common, Thieves' Cant
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Lightfooted. Jack Sparrow can take the Dash or Disengage action as a bonus action on each of his turns.

Clever Defense. While Jack Sparrow is wearing light or no armor and wielding no shield, his AC includes his Intelligence modifier. 

Special Equipment. Jack Sparrow carries a Compass of Desire, a magical compass that doesn't point north, but points to what the owner truly desires. 

Legendary Resistance (10/Day). If Jack Sparrow fails a saving throw or ability check, he can choose to succeed instead.  

Sailor's Sense. While Jack Sparrow is in a coastal environment, he gains advantage on all ability checks, saving throws, and attack rolls. 

Evasion. When Jack Sparrow succeeds on a saving throw that would deal him damage, he takes no damage, and if he fails the saving throw, he only takes half.

Actions

Multiattack. Captain Jack Sparrow makes three attacks with the weapon he is currently wielding.

Cutlass. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 14 (1d10 + 6) slashing damage.

Flintlock Pistol. Ranged Weapon Attack: +12 to hit, range 30/90 ft., 1 target. Hit: 14 (1d10 + 6) piercing damage.

Clever Attack. Jack Sparrow uses the battlefield to his advantage. When Jack Sparrow takes this action, he rolls a d6. depending on the number, the target is affected by one of the following conditions

1: The target must make a DC 20 constitution saving throw or be Blinded for 5 rounds

2: The target must make a DC 20 constitution saving throw or be Incapacitated

3: The target must make a DC 20 dexterity saving throw or be knocked Prone

4: The target must make a DC 20 dexterity saving throw or be Restrained

5: The target must make a DC 20 dexterity saving throw of be Stunned

6: The target is knocked Unconscious

The DM has creative license over what Jack Sparrow does for each effect based on the terrain that the combat is taking place in or the area that Jack Sparrow takes this action in. The DM can also add any effects and DC's as they see fit. 

Bonus Actions

Trick. Jack Sparrow tricks a creature into doing what he wants. He can target one creature at a time. The targeted creature must make a DC 20 intelligence saving throw or spend its next action doing whatever Jack Sparrow tricked it into doing. Any creature with an intelligence of 10 or lower automatically fails the saving throw. Any creature that Jack Sparrow tricks gains advantage against the saving throw the next time he tries to trick them. Once a creature has succeeded on the saving throw once, it is immune to being tricked until the next dawn.

Reactions

Parry. Jack Sparrow can block a melee attack made against him.

Legendary Actions

Captain Jack Sparrow can take any of these legendary actions at the end of his turn.

Cleverness (Costs 2 Actions). Jack Sparrow takes his Clever Attack action.

Description

A pirate's life for me, savvy?

Lair and Lair Actions

Captain Jack Sparrow's prized vessel, the Black Pearl.

Lair Actions

On initiative count 10 (losing initiative ties), Jack Sparrow takes a lair action to cause one of the following effects; Jack Sparrow can’t use the same effect two rounds in a row:

  • Jack Sparrow can move to any point on the ship without taking opportunity attacks or having to use his speed.
  • Jack Sparrow can fire a cannon at any creature on the ship. The cannon has a range of 500 ft and deals 5d10 damage on a hit. Jack Sparrow's attack bonus for this attack is 10.

Regional Effects

The region containing Jack Sparrow’s lair is covered in eerie fog. This fog surrounds the ship in a quarter mile radius and creates difficult terrain for any ship sailing through it. This creates one or more of the following effects:

  • Any sailor that enters the fog is Frightened by Jack Sparrow.
  • While Jack Sparrow is on board the Black Pearl, he gains a double proficiency on all of his attack rolls, saving throws, and ability checks.

If Jack Sparrow dies, these effects fade over the course of 1d4 days.

Habitat: Coastal

Rattrick

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