Mod | Save | ||
---|---|---|---|
STR | 14 | +2 | +5 |
DEX | 18 | +4 | +7 |
CON | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
INT | 14 | +2 | +2 |
WIS | 12 | +1 | +1 |
CHA | 16 | +3 | +6 |
Harper Knowledge: Ackyn Selebon can access knowledge in the same manner as a bard can. This ability functions like the bardic knowledge ability, except that the bonus for the check equals 10l + his Int modifier.
Deneir's Eye: Selebon gains a +3 bonus on saving throws against glyphs, runes, and symbols.
Lliira's Heart: Selebon gains a +2 bonus on saving throws against any spell or ability that inflicts Charmed and Frightened conditions.
Multiattack. Ackyn Selebon makes three attacks: one with his Rapier and two with his Flintlock Pistol.
Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn.
Flintlock Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage.
Hooked Grapple: Ackyn can attempt to grapple a creature with his metal hook. If the target is Medium or smaller, it must make a DC 14 Strength saving throw or be grappled. On a success, the target is not grappled, but still takes 8 (1d8 + 4) slashing damage.
Captain’s Charm. Wisdom Saving Throw: DC 14, one creature Ackyn can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
Riposte. Trigger: Ackyn is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.
Uncanny Dodge: Trigger: Ackyn Selebon is hit by an attack roll from a creature he can see. Response: Ackyn can use his reaction to halve the attack's damage against him.
Legendary Resistance (3/Day): If Ackyn Selebon fails a saving throw, he can choose to succeed instead.
Ackyn Selebon can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Captain Hook regains spent legendary actions at the start of his turn.
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Disarming Parry: Ackyn makes a parry attack against a creature that attacked him. The attacker must succeed on a DC 15 Dexterity saving throw or drop their weapon within 5 feet of Captain Hook.
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Commanding Presence: Ackyn issues a command to one of his crew members. The crew member can immediately use its reaction to take an action or move up to its speed.
Description
Ackyn was one of the contacts of Ontharr Frume and provided support for the adventuring party recruited to fight the Cult of the Dragon when they passed through his city.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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7/28/2025 2:54:03 PM
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2
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0
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Coming Soon
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7/28/2025 8:06:20 PM
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2
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0
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1.5
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Coming Soon
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