| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 14 | +2 | +5 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 17 | +3 | +3 |
Labyrinth recall. Mertaur always knows which direction is north, and he has advantage on any Wisdom (Survival) check he makes to navigate or track.
Charge. If Mertaur moves at least 20 feet straight toward a target and then hits it with a melee weapon attack, the target takes an extra 2d8 damage.
Bloodied Frenzy. While Bloodied, Mertaur has Advantage on attack rolls and saving throws.
Emissary of the Sea.
Mertaur can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand his words, though he has no special ability to understand it in return.
Guardian of the Depths. Adapted to the frigid depths, Mertaur has resistance to cold damage.
Parental Protectors. In battle, Mertaur is surrounded and protected by spirits of his mother (a Mermaid) and his father (a Minotaur). The first time he hits a creature with a melee weapon attack on his turn, the creature becomes the target of his parental spirits, hindering its attacks. The target has disadvantage on attack rolls until the start of Mertaur's next turn.
Siren's Beauty. The first time a creature attacks Mertaur on a turn, the attacker must make a DC13 Charisma saving throw. On a failed save, it can't attack Mertaur on this turn, and it must choose a new target for the attack or the attack is wasted.
Spellcasting. Mertaur is a 3rd level spellcaster. His spellcasting ability is charisma (spell save DC 12, +4 to hit with spell attacks). He knows the following bard spells.
Cantrips (at will): Friends, Vicious Mockery
1st level (4 slots): Healing Word, Comprehend Languages, Heroism, Sleep
2nd level (2 slots): Invisibility, Shatter,Knock
Multiattack. Captain Mertaur makes two attacks
The Grazing Blade. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d6 + 4) Slashing damage. On a critical hit, Mertaur can cast Entangle centered on the target (DC 12). This weapon does double damage to plants.
The Predicament's Harpoon. While onboard the Predicament, Mertaur can man the Harpoon on the front of the ship. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
On a hit against a Large or smaller creature, the target must succeed on a DC 15 Strength saving throw or be pulled 15 feet toward The Predicament and fall prone.
On a hit against an object or structure (such as a ship), the harpoon embeds itself securely (AC 15, 20 hit points to sever the tether). The Predicament can then reel in the attached rope at the start of its next turn, pulling itself 15 feet closer to the target.
Siren's Song (2/day). Mertaur targets one creature within 30 feet of him. If the target can hear Mertaur, that creature gains one Bardic Inspiration die, a d6. The creature can then roll the die and add the number rolled to the next ability check, attack roll, or saving throw it makes. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Bull's Rage (2/day). If Mertaur sees the color red, he can enter a rage as a bonus action. While raging, he gains the following benefits for 1 minute:
-
Resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.
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Advantage on Strength checks and Strength saving throws.
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A +2 bonus to damage rolls with his Grazing Blade (or other Strength-based melee weapon attacks).
Mertaur cannot rage unless he has seen the color red since the start of his turn.
Previous Versions
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4/26/2025 12:36:55 PM
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4/26/2025 2:51:53 PM
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Coming Soon
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