Medium Humanoid (Human), Neutral
AC 16 Armored Coat    Initiative +4 (14)
HP 74 (9d8 + 27)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 18 +4 +4
CON 16 +3 +3
Mod Save
INT 14 +2 +2
WIS 13 +1 +1
CHA 17 +3 +3
Senses Passive Perception 15
Languages None
CR 15 (XP 13,000; PB +5)
Traits

Two-Eyed Stare (Glass-Eye Augment)

 

Rigg’s mismatched glass eyes enhance threat assessment.

 

Advantage on Insight checks to read intentions

 

Advantage on Perception to detect hidden weapons or concealed motives

 

Immune to being blinded by mundane means

 

If a creature meets his gaze within 10 ft, they must succeed a DC 15 Wis save or be Frightened until the end of their next turn (once per creature per day).

 

Coin Spin Tell

 

When Rigg spins his gold coin:

 

He is lying.

 

But he gains advantage on Deception while doing it.

A character who beats DC 17 Insight notices this tell.

 

Veteran Privateer

 

Rigg has survived dozens of boarding actions. He has:

 

Advantage on initiative

 

+2 to AC against the first attack each round

 

Resistance to falling damage and being shoved/prone on ships

 

Dirty Fighting

 

When Rigg hits a creature with a melee attack, he can impose one:

 

Disarm (Str save DC 14)

 

Shove (Dex save DC 14)

 

Hamstring (target’s speed –10 ft)

Actions

Multiattack

 

Rigg makes 2 attacks with either his cutlass or pistol.

 

Cutlass Slash

 

Melee Weapon Attack: +7 to hit, reach 5 ft

Hit: 9 (1d6 + 6) slashing

On a crit: target bleeds for 1d6 at the start of its turn (can be stopped with an action).

 

Armada Flintlock (Pistol)

 

Ranged Weapon Attack: +7 to hit, range 30/90 ft

Hit: 11 (1d10 + 6) piercing

Reload 1 (bonus action)

 

Black Market Special: Salt-Flash Round (1/day)

 

Rigg fires a volatile round filled with intense salt powder.

All creatures in a 10 ft cone must make a DC 15 Con save or be Blinded until end of next turn.

 

Threat Bargain (1/day)

 

Rigg chooses one creature that can hear him within 30 ft.

 

They must make a DC 15 Wisdom save or be Charmed for 1 minute.

While charmed:

 

They believe Rigg has leverage over them (real or not).

 

They won’t attack him.

 

He has advantage on all social checks.

 

The creature can repeat the save at the end of each of its turns.

 

Bonus Actions

Quickdraw

 

Rigg draws or stows a weapon without using an action.

If he draws a firearm, he gains +2 damage on his next shot.

 

Coin Flip Feint

 

Rigg flips his gold coin into the air, distracting an enemy.

One creature within 30 ft must make a DC 15 Wis save or have disadvantage on its next attack roll.

Reactions

Rigg adds +3 to AC against one melee attack that would hit him.

 

Shoot Back

 

When a creature he can see misses him with a ranged attack, he may fire his pistol firing as a reaction (if loaded).

 

Description

 

 
Wolfking240

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