Medium Humanoid (Human), Neutral
Armor Class 14 (studded leather armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
Skills Perception +4, Insight +4, Persuasion +3
Senses Passive Perception 14
Languages Common
Challenge 3 (700 XP)
Cunning Action. On each of his turns, Captain Narklaw can use a bonus action to take the Dash, Disengage, or Hide action.
Naval Captain's Authority. Captain Narklaw can use his presence and commanding demeanor to make a Persuasion check to issue orders or gain cooperation from those who recognize his naval authority.
Actions
Multiattack. Captain Narklaw makes two melee attacks: one with his cutlass and one with his pistol, or he can make two attacks with his cutlass.
Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Captain Narklaw can reload his pistol as a bonus action.
Captain's Orders. Captain Narklaw can issue a command to one friendly creature he can see within 60 feet. If the creature can hear and understand him, it can immediately use its reaction to move up to its speed and make one weapon attack. The target gains advantage on the attack roll. Once Captain Narklaw uses this ability, he cannot use it again until he completes a short or long rest.
Reactions
Parry. Captain Narklaw can expend his reaction to add 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
Captain Narklaw, with his commanding presence and naval experience, is a formidable figure who keeps the rowdy patrons of The Island Tavern in check.