Naiad Commander

Level 6
Creature· amphibiousUncommonMediumRemaster
AC 23
HP 90
Speed 25 ft.
Fort +12
Ref +12
Will +14
Perc +12
Size Medium
Uncommon
Resistances fire 3
Weaknesses cold iron 3
Languages common, elven, fey, thalassic
Senses low-light-vision
Speeds 25 ft., swim 25 ft.
Skills intimidation +13, athletics +12, diplomacy +11, acrobatics +10, survival +10
Recall Knowledge nature DC 24

Attacks

Melee Aqueous Rapier +17/+12/+7(deadly d8, disarm, magical, water)
Damage: 1d6+10 piercing
Melee Aqueous Main-Gauche +16/+12/+8(agile, disarm, magical, parry, versatile S, water)
Damage: 1d4+10 piercing
Melee Aqueous Fist +16/+12/+8(agile, finesse, magical, water)
Damage: 1d4+10 bludgeoning

Abilities

Animal Empathyinteraction

The naiad can ask questions of, receive answers from, and use the Diplomacy skill with animals

Braverydefensive

When the naiad commander rolls a success on a Will save against a fear effect, they get a critical success instead In addition, anytime they gain the Frightened condition, reduce its value by 1.

Dual Disarm◆◆offensive

The naiad commander makes two Strikes, one with their rapier and one with their main-gauche (in either order) If both Strikes hit, the naiad commander can attempt to Disarm the target Their multiple attack penalty increases only after all the attacks are made.

No Quarter!offensive(auditory, concentrate, emotion, linguistic, mental)

The naiad commander orders their allies to fight without mercy All allied creatures of equal or lower level within 20 feet of the commander gain a +1 status bonus to attack rolls and damage rolls until the end of the naiad commander's next turn. Effect: No Quarter!

Description

The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship.


Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.