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The Skipper




Tick. Tock. Tick. Tock. One always hears the Skipper coming, even if they don’t know where he is until it is too late. This particular lizardfolk displays intelligence above his common kind, more than mere cold-blooded viciousness, and a perchance for fashion. The last point finds the reptile glad in fine coats tailored for its frame, jabots, waistcoats, and even trousers. Given his frame and environs, however, the Skipper goes through clothes at a clipper’s pace, which may account for his appetite for treasure. He needs someone way to pay for it. What never changes is the arcane clock lodged in his ribcage with scar tissue around it, nor the hook for a hand lost to a lucky elven adventurer. Well, not so lucky. The Skipper eventually ate the little bastard and took the enchanted sword that took said extremity for his own.


The Skipper is a pirate, first and foremost. He loves treasure and will go to great lengths and commit many bloody deeds to obtain it. However, he does put on the airs of being a gentleman and fails to understand why others would have a hard time swallowing that a lizardman buccaneer is anything but. He commands a misfit crew pulled from many different coasts and ethnicities, but never an elf. Oh, the Skipper hates elves. While he slew the one that took his hand, this didn’t sate his need for revenge. As such, his vessel often strikes those tied to elven kingdoms.

The Skipper

Medium humanoid (lizardfolk), neutral evil

Armor Class 18 (natural armor)

Hit Points 105 (14d8 + 42)

Speed 10ft

Swim 30 ft.

Str 20 Dex 16 Con 17 Int 13 Wis 18 Cha 15

Saving Throws Str +9, Con +7

Skills Perception +8, Stealth +11, Survival +12

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Senses passive Perception 18

Languages Common, Draconic

Challenge 13 (10,000 XP)

Ambusher.

The Skipper has advantage on attack rolls against any creature it has surprised..

Hold Breath.

The Skipper can hold his breath for 15 minutes.

Internal Clock.

The Skipper always knows what time it is, down to the second. In addition, the Skipper is immune to the Hate and Slow spells, as well as any like spells or effects.

Surprise Attack.

If the Skipper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Well-Timed.

The Skipper has advantage on initiative tests.

Actions

Multiattack.

The Skipper makes three melee attacks, each one with a different weapon.

Bite.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the Skipper kills a creature with this attack, he regains hit points equal to that creature's hit dice. Hook Hand. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) damage. In addition, the creature is grappled (DC 17). The Skipper can only grapple one creature at a time and cannot attack with his hook hand while grappling.

Savvy.

Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 9 (1d8+5) slashing damage plus 7(2d6) psychic damage. Savvy is a magical weapon.

Savvy Shot.

Ranged Weapon Attack: +7 to hit, range 90/270 ft., one target. Hit: 12 (2d8+3) piercing damage. Savvy is a magical weapon.

Reactions

Disarm.

If a creature misses a melee attack against the Skipper and the Skipper is currently not grappling with his hook hand, the creature must succeed on a DC 17 Strength test or drop the weapon used in the attack at their feet.

Legendary Actions

The Skipper can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Skipper regains spent legendary actions at the start of its turn

Savvy? (1 point).

The Skipper makes a Savvy or Savvy Shot attack.

Move (1 point).

The Skipper takes a Move.

Tick Tock (1 point).

The Skipper targets a creature it can see within 60ft and sets his internal clock to its demise. If the creature can hear it must succeed on a DC 14 Charisma save or be Frightened until the end of its next turn. If a creature fails by 5 or more, it is also Restrained for the Duration.

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