Brave. Sky-fire has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when Sky-fire hits with it.
Multiattack. Sky-fire makes three melee attacks: two with his scimitar and one with his dagger. Or Sky-fire makes two ranged attacks with Evelyn.
Blood Reaver. (scimitar) Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.
Usurper. (dagger) Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d4 + 6) piercing damage.
Evelyn. (powder pistol) Ranged Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (3d8) piercing damage. This weapon contains five shots, reloading one takes one action. Whenever you attack with this roll a 1d6 before rolling to hit, on a 1, the pistol misfires and you roll on the misfire chart.
Misfire chart
Roll a 1d6
- On a 1, Evelyn suffers a catastrophic misfire, partially exploding and dealing 2d8 damage for each shot stored in the weapon, to the holder. The weapon will need major repairs performed by a skilled blacksmith with access to the rare parts needed and the weapons schematics, costing roughly 1500gp.
- On a 2, Evelyn suffers a severe misfire, the loaded round exploding incorrectly and dealing 2d8 damage to the holder. The weapon will need repairs by a skilled blacksmith after this, costing roughly 250gp.
- On a three or above the weapon will misfire, a poof of black smoke leaving the barrel and the cylinder jamming. The player must take an action to unjam the pistol before it can return to functionality.
- On any roll above three, the weapon misfires, however it thankfully cycles past this shot to the next one in the cylinder. Removing this dead round requires one bonus action and you gain one round of unfilled ammunition from this.
Parry. Sky-fire adds 4 to its AC against one melee attack that would hit it. To do so, Sky-fire must see the attacker and be wielding a melee weapon.
Sky-fire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used one at a time and only at the end of another creature's turn. Sky-fire regains spent legendary actions at the start of its turn.
Blood Wave. Sky-fire makes one attack with Blood Reaver and one with Usurper against one target within 5 ft
Chaaaaarge! (Costs 3). Sky-fire gives the command, making a DC 8 + (the number of allies targeted) Charisma check, on a success all targeted allies gain advantage on their next attack, and those in Melee combat can crit on 19/20.
Furious Flurry (Costs 2, must be below 1/2 health). Sky-fire makes a whirlwind attack against all targets within 5 ft of him, this attack should count as 3 individual Blood Reaver attacks.
Terror of the Sky's (Costs 2). Sky-fire targets one hostile creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a Wisdom saving throw with a DC equal to 8 + Sky-fire's Charisma modifier + Sky-fires's proficiency bonus or be frightened until the end of Sky-fire's next turn.
Description
Leader of the Bleeding Sails, famed pirate captain and advocate for the philosophy of "If you're holding it, it's yours".
Born in a particularly frigid winter in Davids Port, the young Wilson Crudd was never favored by life, such is the case for many half-orcs. His biological father was, very confusingly to some, human, as many would ask in hushed conversation how a man was born with both the vigor and strength required to **** an Orc. In the end it mattered little in Wilsons life, he picked up the trade of blacksmithing, excelling due to his massive brawn and surprising wit for a lumbering half-breed, and quickly left for South Wind. It was here he bumped into (or more stepped on) the gnome that would change his life. The Hyperactive tinkerer named Dizzit Cog-spinner recounted his dream to the bored and unfulfilled Wilson, who gained a gleam in his eye that could put a dragons hoard to shame.
Sky-ships.
Now, Wilson never maintained a clean record whilst he worked in David's port, so the idea of being able to smuggle goods across the whole continent from such an advantageous position in the skies filled the man with glee. With the coin he had to spare, and a few others he 'found', their dream became a reality. Its been 23 years since he first took to the air, and the winds have hardened his soul and toughened his skin, the Half-orc blacksmith who first stumbled upon his destiny is close to retiring, but old habits die hard, and The Flaming Terror will be damned if he doesn't make one last gambit.
Lair and Lair Actions
Lair Actions
When fighting inside The Crimson Wind, Sky-fire can utilize his crews well honed skills. On initiative count 20 (losing initiative ties), Sky-fire takes a lair action to cause one of the following effects:
- Sky-fire calls a broadside against any target not within The Crimson Wind and within range of it's cannons as long as there are enough pirates to man the cannons on one side of the ship. The broadside counts as 10 cannon attacks, all are made with advantage. This cannot be used for 2 rounds after activating.
- Sky-fire calls a volley against any target not within The Crimson Wind and within range of it's cannons as long as there are enough pirates to man the cannons on one side of the ship. The Volley takes two actions, firing five cannons in each, reloading the cannons after this takes one less turn.
- Sky-fire calls out to whoever is steering the helm, making a DC 10 check if they're allied to him (this is instantly failed if they are not). The Captain uses a secret order for the ship to make evasive maneuvers, all members of Sky-fires crew that hear this immediately brace themselves. Any characters that see this can make a DC 16 intelligence check to see if they can figure out whats about to happen, if they do they can brace to. The ship suddenly rocks right, then left, any not braced must make a DC 20 dex check to avoid being thrown prone on the floor, any knocked down by this will involuntarily move 15 ft to the right, then 25 ft to the left. Those who pass the check, or are already braced only move 5 ft to the right, and 5 ft to the left.
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