Medium Humanoid (Tiefling), Neutral Evil
AC 15 breastplate    Initiative +6 (16)
HP 97 (15d8 + 30)
Speed 30 ft.
Mod Save
STR 11 +0 +6
DEX 16 +3 +12
CON 14 +2 +2
Mod Save
INT 14 +2 +2
WIS 10 +0 +6
CHA 18 +4 +4
Skills Acrobatics +6, Intimidation +6, Perception +3
Resistances Fire
Gear Pistol, Rapier
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common plus one other language, Infernal
CR 6 (XP 2,300; PB +3)
Traits

Demands of Nessus. At the start of each of Callous' turns, he can choose one ally he can see within 30 feet of him.  The chosen ally loses 10 hit points, and Callous regains the same number of hit points.  If Callous is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally.

Innate Spellcasting.. Callous' innate spellcasting ability is Charisma (spell save DC 14).  He can innately cast the following spells, requiring no material components:

At will:  thaumaturgy
1/day each:  darkness, hellish rebuke (2nd level)
3/day each:  misty step

Firearm Expert.. Callous has had extensive practice with firearms, giving him the following benefits:

  • He ignores the loading quality of firearms with which he is proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on his ranged attack rolls.
  • If he makes an attack with a one-handed weapon, he can use a bonus action to attack with a loaded firearm he is holding.

Lightfooted.. Callous can take the Dash or Disengage action as a bonus action for each of his turns.

Sneak Attack (1/Turn). Callous deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and Callous doesn't have disadvantage on the attack roll.

Special Equipment.. Callous wears gloves of swimming and climbing.  While wearing them, climbing and swimming don't cost him extra movement, and he has a +5 bonus to Strength (Athletics) checks made to climb or swim.

Actions

Multiattack. The pirate makes three melee attacks or two ranged attacks.

Rapier. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d8 + 3) Piercing damage.

Pistol. Ranged Attack Roll: +6, range 30/90 ft. Hit: 7 (1d10 + 3) Piercing damage.

Reactions

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

Description

To have Callous become a recurring villain, he may need to escape from some tight situations.  The following are some ways in which he can achieve this:

  • Anka, his ogre first-mate, charges onto the scene and jumps in front of the lethal attack that would otherwise kill Callous.
  • The tiefling persuades someone loyal to the party to help him escape, using bribery or blackmail to incentivise the deal.
  • The Captain uses misty step to teleport onto an adjacent ship, or into the ocean to swim away.
  • Callous calls on Asmodeus himself for help.  He bursts into flame and disappears momentarily as the Archdevil takes pity on his favoured son.

Previous Versions

Name Date Modified Views Adds Version Actions
6/18/2026 1:51:33 AM
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Coming Soon

Habitat: Coastal

jkstiles

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