Medium Humanoid (Human), Chaotic Neutral
AC 15    Initiative +5 (15)
HP 32 (5d8 + 10)
Speed 30 ft.
Mod Save
STR 12 +1 +1
DEX 16 +3 +5
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 14 +2 +2
CHA 16 +3 +5
Skills Deception +2, Insight +2, Sleight of Hand +2, Survival +2
Senses Passive Perception 12
Languages Common, Thieves' Cant
CR 3 (XP 700; PB +2)
Traits

Sea Legs. While aboard a seafaring vessel Whitemane gains Advantage on all Dexterity Saving Throws.

Actions

Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Captain's Command and or Sharp Tongue.

Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing Damage.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Slashing Damage.

Captain's Command. Whitemane command's one ally that can see and hear him. That creature has Advantage on its next attack roll against a creature within 5ft of Whitemane before the end of its next turn.

Sharp Tongue (Once/Per Turn). Whitemane fights with his conniving words imparting Disadvantage on the attacks of one creature that can hear him within 5ft until the end of their turn.

 
Bonus Actions

Blast. Whitemane fires a concealed hand cannon in a 10ft cone. Each creature must make a DC 14 Wisdom Saving Throw, taking (1d4 + 2) Fire Damage on a failed save, or half as much on a success. On a failed save, the creature has Disadvantage on its next attack roll before the end of its turn.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Slippery (Once/Per Day). When Whitemane would be reduced to 0 hit points, he instead drops to 1 hit point. Until the end of his next turn his speed is increased by 30ft and his movement does not provoke Opportunity Attacks.

Habitat: Any

ThePwnrMan

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