Medium Humanoid, Neutral Evil
AC 20 (leather armor +2)    Initiative +10 (20)
HP 182 (28d8 + 56)
Speed 30 ft.
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
Skills Acrobatics +10, Athletics +6, Perception +6
Gear [Tooltip Not Found], [Tooltip Not Found], [/items]Leather Armor, +2[/items]
Senses Passive Perception 16
Languages Common, Draconic Common, Draconic
CR 12 (XP 8,400; PB +4)
Traits

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.

Actions

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.

Bonus Actions

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.

Reactions

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.

Habitat: Any

ToasterJEC

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