Medium Humanoid (Human), Chaotic Neutral
Armor Class 19 Studded Leather
Hit Points 90 (18d8 + 18)
Speed 30 ft., Climb 20 ft., Swim 20 ft.
STR
10 (+0)
DEX
18 (+4)
CON
13 (+1)
INT
15 (+2)
WIS
9 (-1)
CHA
17 (+3)
Saving Throws DEX +7, CHA +6
Skills Acrobatics +7, Athletics +3, Deception +6
Senses Passive Perception 10
Languages Common Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Lightfooted. The captain can take the Dash or Disengage action as  a bonus action on each of his turns.

Sea Legs.  The captain has advantage on Strength and Dexterity skill checks made whilst standing on a waterborne vehicle (as described on page 157 of the PHB)

Sneak Attack (1/Turn).  The captain deals an extra 14 (4d6) 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 on an ally of the captain that isn't incapacitated and the captain doesn't have disadvantage on the attack roll.

Suave Defense.  While the captain is wearing light or no armor and wielding no shield, his AC includes its Charisma modifier (Already added in).

 

Actions

Multiattack.  The captain makes three attacks: one with a whip and two with its rapier.

Rapier.  Melee Weapon Attack: +7, Reach 5ft., one target Hit: 8 (1d8+4) piercing damaage

Whip.  Melee Weapon Attack: +7, Reach 10ft., one target Hit: 6 (1d4+4) slashing damage.  If the target is medium or smaller, it must succeed on a DC 15 Strength saving throw.  On a failed save the creature is knocked prone.

Reactions

Shape Up, Ye Dog (2/day).  Whenever a friendly creature within 30 feet of the captain that can hear him misses with an attack, the captain can tell perilous threats to allow that creature to reroll the attack roll.

Description

Captain Douglass Trapp is know the world over as a fierce and cunning pirate.  He is known in some circles as The Salted Dog due to his surly demeaner and seeming inability to laugh.  He captains the ship The Farseer which he recently escaped from a secret pirate harbor with a stolen compass  that doesn't even point north, yet he is on a relentless mission to find out just what this compass needle points to.

Lair and Lair Actions

Pirate ship the Farseer.

Lair Actions

On initiative count # 20 (losing initiative ties), Captain Trapp takes a lair action to cause one of the following effects; Captain Trapp can’t use the same effect two rounds in a row:

  • Full Sail!  Ship is allowed a 2nd movement action
  • FIRE!  Fire the ships cannons (or ballistae)
  • Focus all Fire!  Focus all fire on enemy ship target such as main mast or rudder.
  • Brace for Impact!  Crew gets damage resistance for that round
  • Prepare to Board!  Crew can attempt to throw grappling hooks over to enemy ship and bring it over
  • Repel Boarders!  Crew can cut attached grappling ropes

Monster Tags: humanoidHuman

Habitat: Coastal

Shecky65

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