Captain
Medium humanoid (any race), any alignment
Armor Class 18 (chain mail and shield)
Hit Points 65 (10d8+20)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 15 (+2) | 12 (+1) | 12 (+1) | 16 (+3) |
Saving Throws Strength +6, Constitution +4
Skills Athletics +6, Perception +5, Intimidation +7
Senses passive Perception 15
Languages Common, Dwarven
Challenge 4 (1,100 XP)
Special Traits
- Brave. The captain has advantage on all saving throws against fear.
- Leadership (recharges after a short or long rest). For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.
Actions
- Multiattack. The captain makes three melee attacks.
- Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used with two hands.
- Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400, one target. Hit: 5 (1d10) piercing damage.
The ship’s actions are as follows
- Keep Steady, Change Course, Drop, or Raise Anchor: Captain maintains course, changes changes to a different heading, drops anchor to stop, or raises anchor to get under way.
- Command Ether Cannons. Gives Advantage to Ether cannons.
- Take Cover – Crew members are ordered to take cover. Damage to crew from missile weapons is halved.
- Repair damage – Crew members repair their damaged hull. Heal 1d10 + CON hull HP.
- Tend the wounded – Crew members give medical treatment to their fallen crew members, allowing them to return to the fight. Heal 1d8 damage to each crew.
- Grapple and board – When a ship moves within 50 feet of another, they can attempt to grapple and board. The attacking ship will roll a Strength check +1 for every 10 crew members rounding down contested by a Constitution save +1 for every 10 crew members rounding down. The boarded ship can choose to fail this save. Once the two ships are grappled together, they are both restrained.
Ship Actions: The ship can take 3 actions if at full crew: Move, Fire, Fire. It can take two actions at less than 20 crew and 1 action with less than 10 crew.