Captain Graybeard

Medium humanoid (human), neutral evil

Armor Class

18 (studded leather)

Hit Points

150 (20d8 + 60)

Speed

30 ft., swim 25 ft.

Saves

Con +6, Wis +7

Skills

Athletics +8, Deception +8, Intimidation +8, Perception +7, Survival +7

Languages

Common

Challenge

10

Brave

The captain has advantage on saving throws against being frightened.

Flourish

The captain adds his Charisma modifier to the damage roll for his sword attacks (included in the attack).

Lightfooted

The captain can take the Dash or Disengage action as a bonus action on each of his turns.

Sea Legs

The captain has advantage on ability checks and saving throws to resist being knocked prone.

Special Scimitar

The captain's Scimitar of Speed has a +2 bonus to attack and damage rolls. He can also make another attack with a bonus action (included in attacks) with this magical sword.

Sneak Attack (1/Turn)

The captain deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the captain that isn't incapacitated and the captain doesn't have disadvantage on the attack roll.

Suave Defense

While the captain is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.

Weather Wise

When at sea, the captain knows what weather is coming the next day.

Actions

Multiattack

The captain makes three attacks with his sword or two with his crossbow.

Scimitar of Speed

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 10) slashing damage.

Light Crossbow

Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.