Blood Frenzy. Captain Drakka has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Amphibiousness. Captain Drakka can breathe air and water, but she needs to be submerged at least once every 8 hours to avoid suffocating.
Limited Shark Telepathy. Captain Drakka can magically command any shark within 60 feet of her, using a limited telepathy.
Fire-Dipped Rapier, +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage + 2 (1d4) fire damage.
Fire-Dipped Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage + 2 (1d4) fire damage.
Backup Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Alchemist's Fire (1/day). The pirate throws a flask of fire at a creature, object, or ground that it can see within 20 feet. The flask explodes in a 10 foot square radius. Targets caught in the area take 2 (1d4) Fire damage and start Burning.
Bleeding Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage. On a hit, the target must succeed on a DC 12 Constitution saving throw or take an additional 3 (1d4) piercing damage immediately and at the beginning of each of its turns. Before each instance of that damage, the target repeats the saving throw. Multiple instances of this effect do not stack.
Description
Captain Drakka Riptide is one of the three leading captains of the Torchlight Crew. She is a karkari pirate unaffiliated with the finster gang, instead choosing to follow her own dream: the dream of being the captain of her very own crew. Captain Drakka is a hothead with a short temper. She's reckless and quick to anger. Nevertheless, her crew still appreciates her for her solid leadership the passion she puts in her work.
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