| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +6 |
| DEX | 22 | +6 | +10 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +6 |
| CHA | 19 | +4 | +8 |
Captain's Initiative.
Allies within 10 feet gain +1 to initiative rolls and Advantage on checks to resist being shoved or moved.
Storm Survivor.
Resistance to cold damage.
Sea Salt.
Advantage on all Navigation and Vehicle(Watercraft) checks.
Sea Legs. Cannot be knocked prone or shoved.
Multiattack. The admiral makes three attacks, using Scimitar or Longbow in any combination.
Scimitar, +2. Melee Attack Roll: +12, reach 5 ft. Hit: 16 (3d6 + 8) Slashing damage plus 7 (2d6) Poison damage, and the target suffers one of the following effects of the admiral's choice:
Awestruck. The target has the Charmed condition until the start of the admiral's next turn.
Poison. The target has the Poisoned condition until the start of the admiral's next turn.
Longbow. Ranged Attack Roll: +12, range 150/600 ft. Hit: 26 (4d8 + 8) Piercing damage.
Rally (1/Day). The admiral chooses up to three other creatures she can see within 30 feet. Until the start of the admiral’s next turn, the targets have Advantage on attack rolls and saving throws.
Defensive Stance. Trigger: The admiral is hit by a melee attack roll while holding a weapon. Response: The admiral adds 4 to its AC against melee attack rolls (including the triggering attack) until the start of its next turn, possibly causing the attacks to miss.
Comments