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Captain Hark

Captain Hark

Medium humanoid, neutral good

Armor Class 18 (Plate)
Hit Points 135 (18d10 + 36)
Speed 30 ft.
STR
22
(+6)
DEX
14
(+2)
CON
20
(+5)
INT
12
(+1)
WIS
15
(+2)
CHA
14
(+2)
Saving Throws Con +9 Str +10
Damage Resistances Poison
Condition Immunities Poisoned
Senses passive Perception 16
Languages Common, Dwarvish, Undercommon
Challenge 9 (5,000 XP)

Brute. A melee weapon deals one extra die of its damage when Captain Hark hits with it (included in the attack).

Indomitable (2/day). Captain Hark rerolls a failed saving throw.

Second Wind (3/day) Bonus action. Captain Hark regains 21 hit points.

Actions

Multiattack. Captain Harkmakes 3 attacks, using his Maul

Maul. Melee attack roll: +10 to hit, reach 5 ft, one target. Hit: (17) (3d6 + 6) bludeoning damage.

Reactions

Parry. Captain Hark adds 3 to its AC against one melee attack that would hit it.