Captain Isaac Carver
Medium humanoid, lawful good
Armor Class: 10
Hit Points: 52 (8d8 + 16)
Speed: 30 ft., swim 35 ft.
Saving Throws: STR +5, CHA +4
Senses: Darkvision 60, Passive Perception 10
Languages: Elvish
Challenge: 3 (700 XP)
Proficiency Bonus: +2
Special Traits
Brave. Captain Isaac Carver has advantage on saving throws against being frightened.
Fey Ancestry. Captain Isaac Carver has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Actions
Multiattack. Captain Isaac Carver makes two attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
Pistol Whip. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage.
Derringer (2 shots). Ranged Weapon Attack: +5 to hit, range (5/20) ft., one target. Hit: 1d4+2 piercing damage.
Pistol (1 shot). Ranged Weapon Attack: +5 to hit, range (10/30) ft., one target. Hit: 1d6+2 piercing damage.
Reactions
Leadership (Recharges after a Short or Long Rest). For 1 minute, Captain Isaac Carver can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Captain Isaac Carver is incapacitated.
Lore
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