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Jan Struvall

Medium Human, Ship Captain of the Myrad's Blessing, Neutral Good

Armor Class 19
Hit Points 143 HP
Speed: 30 ft Swim: 20 ft Climb: 14 ft

STR

10
( +0 )

DEX

18
( +4 )

CON

14
( +2 )

INT

12
( +1 )

WIS

10
( +0 )

CHA

14
( +2 )

Saving Throws Dexterity+7
Skills Acrobatics +7, Sleight of Hand +7, Intimidate +5
Senses Passive Perception 10
Languages Common, Elvish, Aquan, Thieves Cant
Challenge Rating 6
Proficiency Bonus +3

Suggested Environments

Sea towns, Docks, Beaches


  • Cunning Maneuver. As a bonus action, the daring swashbuckler may take the Dash, Disengage, Hide, or Use an Object action or make a Sleight of Hand check.
  • Dashing Defense. The daring swashbuckler adds its Charisma bonus to its AC.
  • Practiced Talent. Whenever making an ability or skill check that allows the daring swashbuckler to add its proficiency bonus, treat any d20 roll of 9 or lower as a 10.
  • Precise Attack. The daring swashbuckler adds twice its dexterity bonus to attacks (included below).
  • Weapon Theft. The swashbuckler has advantage on disarm attacks.
  • Special Gear. Bottle of cheap rum, feather token (anchor), reinforced glass bottle containing cryptic instructions to hidden treasure (“Where earth splits and ashes fall/smoke rises over the sea/falling on islands three/follow blood-signs on shark’s tooth / and rich ye be”), 48 gp
  • Sneak Attack. 3d6

Actions

  • Multiattack. The daring swashbuckler makes two attacks one with its cutlass and one with its dagger or two attacks with its crossbow.
  • Cutlass. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) slashing damage.
  • Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) slashing damage.
  • Crossbow. Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 13 (1d10 + 8) piercing damage.

Reactions

  • Riposte. If a melee weapon attack against the daring swashbuckler fails to hit, it can make one attack against that creature.

Lair Actions

Can Command crew to act for ship. Ship can take full movement, fire cannons, drop anchor, abandon ship, or defend the deck.

The Myrad's Blessing. A warship made with a dark toned wood, armed with 12 cannons.


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