Medium Humanoid (Lizardfolk), Lawful Evil
Armor Class 19 +2 Breastplate
Hit Points 162 (17d10 + 68)
Speed 30 ft.
STR
19 (+4)
DEX
16 (+3)
CON
19 (+4)
INT
20 (+5)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +10, CON +10
Skills Athletics +9, Intimidation +7, Perception +6
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Draconic, Infernal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Scoundrelous Strike (3.Short or Long Rest).  When one of Cap-O's attacks hits a target, he can use a bonus action to attempt to trip or disarm a target. (DC17 Strength saving throw.)

Devilish Advocate (1/Long Rest). If he's in a jam or simply wants to hammer out a new contract, Cap-O can summon his phistophilus, a pit fiend named Gordy who will lobby on Cap-O's behalf and protect his interests (at GM discretion).

Actions

 

Multiattack. Cap-O makes three melee weapon attacks or one weapon attack and one Big Bite.

Flame Tongue Scimitar of Warning. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8+6) slashing damage and 7 (2d6) fire damage.

Big Bite. Cap-O's toothy maw is a natural weapon, which he can use to make unarmed strikes. Unarmed Melee Attack: +9 to hit, reach 5 ft., one target. Hit 8 (1d6+4) piercing damage. On a hit, Cap-O gains temporary hit points equal to half the damage dealt and the bitten creature must make a DC 17 Wisdom saving throw or be frightened of Cap-O for 1 minute. The creature can repeat this saving throw at the end of its subsequent turns, ending the effect on a success.

Description

A Dastardly, if gentlemanly pursuer of the realm's most exotic magical items, "CAP-O" is a formidable foe with friends in low places.

Gillatinous

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