CREATURE 6
Perception +12
Languages Common
Skills Acrobatics +10, Athletics +12, Diplomacy +11, Intimidation +13, Sailing Lore +17, Survival +10
Str +4 Dex +2 Con +0 Int +1 Wis +2 Cha +3
Items dagger, hand crossbow (10 bolts), leather armor, +1 rapier
AC 23; Fort +12, Ref +12, Will +14
HP 90
Bravery When the ship captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1.
Speed 25 feet
Melee rapier +17 (deadly 1d8, disarm, magical), Damage 1d6+10 piercing
Melee main-gauche +16 (agile, disarm, parry, versatile s), Damage 1d4+10 piercing
Ranged hand crossbow +14 (range increment 60 feet, reload 1), Damage 1d6+6 piercing
Dual Disarm The captain makes two Strikes, one with their rapier and one with their main-gauche (in either order). If both Strikes hit, the ship captain can attempt to Disarm the target. Their multiple attack penalty increases only after all the attacks are made.
No Quarter! (auditory, concentrate, emotion, linguistic, mental) The captain orders their shipmates to fight without mercy. All allied creatures of equal or lower level within 20 feet of the ship captain gain a +1 status bonus to attack rolls and damage rolls until the end of the ship captain's next turn.
Gamemastery Guide, page 243.
Open Ship Captain in the interactive creatures list or browse all creatures starting with S.