Medium Humanoid, Lawful Evil
Armor Class 16 Studded Leather Armor
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +14, DEX +12, CON +12, INT +10, WIS +10, CHA +12
Skills Athletics +6, Intimidation +5, Perception +4, Stealth +5
Senses Passive Perception 14
Languages English, Pirate Cant
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Pirate Captain's Cunning: Hook has advantage on saving throws against being charmed or frightened.

Sea Legs: Hook has advantage on saving throws against effects that would knock him prone or move him against his will on a ship or slippery surface.

Actions
Hooked Cutlass: (+7 to hit) 2d6 + 4 slashing

Melee Weapon Attack: reach 5 ft.                                                                                            Captain Hook slashes with his deadly cutlass, enhanced by his skill and ruthlessness.    The Target is Grappled (Escape DC 15) if Hook chooses.

 

 Hook Strike: (+7 to hit) 1d8+4 Piercing                                                                                       Melee Weapon Attack: Reach 5ft                                                                                                 Captain Hook uses his infamous hook to attack and disarm foes, grappling them if successful. The target is grappled if Hook chooses; on a failed Strength (Athletics) or Dexterity (Acrobatics) check against DC 15, the target drops one item it is holding.

 

 

 
Reactions

Parry. Hook adds 3 to his AC against one melee attack that would hit him. To do so, Hook must see the attacker and be wielding a melee weapon.

Legendary Actions

Captain Hook can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Captain Hook regains spent legendary actions at the start of their turn.

Quick Parry (Costs 1 Action). Hook adds +5 to his AC against one melee attack that would hit him.                                                                                                                   

Cutlass Riposte (Costs 2 Actions). Hook makes one cutlass attack.               

Command Crew (Costs 3 Actions). Hook shouts orders. Each ally within 30 feet that can hear him gains advantage on their next attack roll this turn.

Lair and Lair Actions

While Captain Hook is on the Jolly Roger, he can take lair actions on initiative count 20 (losing initiative ties). He can choose one of the following actions or forgo using one this round.

Swinging Rope Trap. Captain Hook swings a rope trap toward a target within 20 feet. The target must succeed on a DC 15 Dexterity saving throw or be restrained until the end of its next turn.

Cannon Fire. The Jolly Roger fires its cannons at a target within 60 feet. The target must succeed on a DC 15 Dexterity saving throw or take 3d10 fire damage and be pushed 10 feet back.

Previous Versions

Name Date Modified Views Adds Version Actions
5/31/2026 11:35:01 PM
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Coming Soon

Habitat: Coastal

Roxkebo

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