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