Sea Captain | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Sea Captain

Medium humanoid (any race), any
Armor Class 18
Hit Points 85 (10D10 + 30)
Speed 30ft

STR
15 +2
DEX
18 +4
CON
14 +2
INT
12 +1
WIS
13 +1
CHA
19 +4

Saving Throws Str + 5, Dex + 7, Cha + 7
Skills  Athletics +5, Persuasion + 7, Perception + 4, plus one
Senses Passive perception, 14 
Languages Common plus any two
Challenge 5

Spellcasting. The captains Spellcasting ability is charisma, Spell save DC 15, + 7 to hit with spell attacks. the captain is a 6th level spellcaster, it has the following bard spells   At,will (cantrips): Minor illusion, Mage hand 1st level (4 slots) Cure wounds, detect magic, Feather fall, disguise self 2nd level (3 slots) Animal messenger, Detect thoughts, Invisibility 3rd level (2 slots) Tongues, dispel magic


Suave defense. While wearing no armor or wielding no shield, The captain's AC includes his charisma modifier, included in the AC   Captain's command.  as a bonus action the captain can grant its self and any allies within 30 ft of him have advantage on saving throws against being charmed and frightened until the start of its next turn.              


Actions

Multiattack. The captain makes three attacks, two with his Rapier and one with his Light crossbow. and then uses command.   Rapier. Melee weapon attack, + 7 to hit, reach 5 feet, one target, hit 8 (1D8 + 4) piercing damage.   Light crossbow. Ranged weapon attack, + 7 to hit, range 80/320ft, one target, hit 8 (1D8 + 4) piercing damage, of the target is a creature it must succeed on a DC 15 constitution saving throw or take 8D8 poison damage on a failed save or half as much on a successful save.   Command. the captain issues a command, each creature of the captains choice that can understand it within 30 ft of it must succeed on a DC 15 wisdom saving throw of become frightened until the end of the captains next turn, a creature that is deafened or incapacitated or an undead or construct is immune to this effect, additionally up to 4 allies within 30 ft of the captain that can hear it and aren't deafened or incapacitated have advantage on attack rolls and saving throws until the end of their next turn, if the captain can't speak or is in a zone of silence it can't use this ability.    

Reactions

Parry. The captain adds 5 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. The captain can then make one Rapier attack against the attacker, if the attack misses.


 

Created by

Noobie forger 01.

Statblock Type

Monster / Creature

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