Commodore Krux

Medium humanoid, any alignment

Armor Class

12

Hit Points

75 (10d8 + 30)

Speed

walk 30 ft., swim 30 ft.

Languages

Common

Challenge

3

Proficiency Bonus

+2

Firearms Knowledge

Krux's mastery of its weapons enables it to ignore the loading property of any firearm.

Steady as She Goes

On the deck of a ship, Krux has advantage on ability checks and saving throws made against effects that would knock it prone or shove it overboard.

Actions

Multiattack

Krux makes two Longsword or Musket attacks.

Longsword

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Musket

Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Force Grenade

Krux throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) force damage on a failed save, or half as much damage on a successful one. After Krux throws the grenade, roll a d6; on a roll of 4 or lower, Krux has no more grenades to throw.