Nimble Action. On each turn the captain can use a bonus action to take a Dash or Disengage action.
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its whip. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+ 3) slashing damage.
Hymn of Battle. As an action, the captain begins a song that magically boosts its attack. Whenever attacking and singing gain d4 to attack roll. Must maintain concentration to sing or the song and ability ends.
Parrot. The captain adds 2 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.
Description
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of pirates 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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