Captain Isaac Carver

Medium humanoid, lawful good

Armor Class: 10

Hit Points: 52 (8d8 + 16)

Speed: 30 ft., swim 35 ft.

STR16(+3)
DEX11(+0)
CON14(+2)
INT11(+0)
WIS11(+0)
CHA15(+2)

Saving Throws: STR +5, CHA +4

Senses: Darkvision 60, Passive Perception 10

Languages: Elvish

Challenge: 3 (700 XP)

Proficiency Bonus: +2

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.

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.

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.

Homebrew

Lore

This page was automatically created. Add lore and notes below.

  • homebrew_rules_reference/creatures_adversaries/captain-isaac-carver.txt
  • Last modified: 11 days ago
  • by 127.0.0.1