Multiattack. The captain makes three melee attacks: two with its claw and one with its tail. Or the captain makes two ranged attacks with its daggers.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 5) slashing damage. If hit, target talks an additional 1d4 poison damage and is poisoned on a failed DC 15 con saving throw.
Tail. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 5 (1d8 + 5) piercing damage. If hit, target falls prone if fails a DC 15 dex saving throw.
Chilling Roar: 30ft Radius: succeed on a 15 DC con check or become frightened. May reattempt check at the end of their turn. Can not be frightened by this again once saved.
Flex. The captain adds 4 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Legendary Resistance: 3 Times/Day can choose to instantly succeed on a saving throw even after a fail.
Tail Swipe: Once per round: Everyone within 10 feet must make a DC 15 dex saving throw or be knocked prone.
Claw Swipe: Once Per Round: Can make a claw attack against a creature that finished its turn.
Description
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
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