5e:Captain Sigurd

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Ghosts of Saltmarsh
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a.k.a. Snake Eyes
Captain Sigurd (Individual) [1]
Lineage: Human
Class:
CR: 2 (450)
Alignment:
Affiliations: The Sea Ghost
Tags:


Sigurd "Snake Eyes" is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh (5e). [2]

Captain Sigurd (Individual) (Pointer) [1] [3]
Medium Humanoid  (Any Race, Pirates), Any Alignment
Armor Class: 14 (studded leather)
Hit Points: 45
Speed: 30 ft.
Str Dex Con Int Wis Cha
Skills: Athletics, Intimidation
Senses: passive perception 10
Languages: Any one language (usually
  1. redirect: Template:5xlang)
Habitat: Coastal, Urban
Challenge: 2 (450 xp)Proficiency Bonus (PB): +2

Features

Flourish. The captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack).

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

Actions

Multiattack. The captain makes two attacks: one with its hand crossbow and one with its longsword.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 10 (1d10+5) slashing damage if used with two hands. 

Reactions

Shape Up, Ye Dog (2/Day). Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.

Unofficial Description: Pirate Captain from The Sinister Secret of Saltmarsh (5e)


Found in Adventures


Sources and Notes

  1. Mike Mearis. Ghosts of Saltmarsh (5e 2014) (2019). Wizards of the Coast. p. 52, 247. (The Sinister Secret of Saltmarsh (5e)) Licensed: © Wizards of the Coast (used under 'fair use' clause). 1.0 1.1
  2. GoS p.247
  3. habitat - unofficial. [user]

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