Medium Humanoid, Chaotic Neutral
AC 20    Initiative +17 (27)
HP 110 (20d10 + 50)
Speed 60 ft.
Mod Save
STR 15 +2 +5
DEX 24 +7 +10
CON 20 +5 +8
Mod Save
INT 15 +2 +2
WIS 18 +4 +7
CHA 22 +6 +9
Skills Acrobatics +14, Deception +16, Perception +10
Gear Pistol, Rapier
Senses Passive Perception 15
Languages Common plus one other language
CR 6 (XP 2,300; PB +3)
Traits

Lucky. When Captain Soup fails a saving throw or attack roll he can add 3 to the roll.

Actions

Multiattack. The pirate makes four attacks, using Rapier or Pistol in any combination, then he makes three Throw Soup Attacks.

Rapier. Melee Attack Roll: +10, reach 5 ft. Hit: 19 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn.

Pistol. Ranged Attack Roll: +10, range 30/90 ft. Hit: 21 (2d10 + 4) Piercing damage.

Throw Soup. Ranged Attack Roll: +10, range 30/90 ft. Hit: 10 (2d4 + 5) Bludgeoning damage.

 Soup Cannon. Recharge 5-6 Ranged Attack Roll:+15. Hit: 82 (15d10) Force damage.

 

Bonus Actions

Captain’s Charm. Wisdom Saving Throw: DC 19, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.

Reactions

Riposte. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 5 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.

Habitat: Any

InfinityRoar9639

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