MOD | SAVE | ||
---|---|---|---|
STR | 14 | +2 | +2 |
DEX | 26 | +8 | +15 |
CON | 20 | +5 | +12 |
MOD | SAVE | ||
INT | 24 | +7 | +7 |
WIS | 18 | +4 | +4 |
CHA | 22 | +6 | +13 |
Master Captain. Hanriko has advantage on initiative rolls. Additionally all bridge crew members take their turn on Hanriko's initiative
Uncertain Adversary. While Hanriko is within 80 ft. of one of his echoes he can appear translucent and gray, nearly identical to the echoes. An Int (Investigation) check with a DC of 16 can be made to distinguish him from the echoes
Legendary Resistance (3/Day). If Hanriko fails a saving throw, he can choose to succeed instead.
Multiattack. Hanriko makes three Captain's Cutlass attacks, he can replace any amount of these attacks with a Captain's Pistol attack.
Captain's Cutlass. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Captain's Pistol. Melee Weapon Attack: +14 to hit, reach 180 ft., one target. Hit: 18 (2d10 + 7) force damage.
Echo Avatar. Hanriko can temporarily transfer his consciousness to one of his echos. He can see through his echo's eyes and hear through its ears. During this time, he is deafened and blinded. He can sustain this effect for up to 10 minutes, and can end it at any time (requires no action). While his echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Boarding Party. While in a ship grapple with a ship that is schoonersized (1x1) or larger, Hanriko call for a boarding party. Any number of player characters or eligible crew that have not yet used their bonus action this turn can join you. Each creature that chooses to join you readies their bonus action at the same time to swing across to the other ship at the same time. Player characters who join the boarding party are no longer in their bridge crew role, if any. Crew that join the boarding party can no longer assist in operating the sails or using the ship weapons.
Fire at Will. Hanriko call's out an order to fire. Two Gunners of his choice may use their reaction to make one ship weapon attack against a target in range.
Ship Grapple. Hanriko readys the crew to throw grappling hooks and chains on another ship. The next time before the start of Hanriko's next turn that his ship enters the same space as another ship, he may make a Charisma (Water Vehicles) check contested by the opposing ship’s Captain. If the opposing ship has no captain, the DC to grapple is 10. On a success, both ships are tied up in a ship grapple.
Manifest Echo (Recharge 5-6). Hanriko can magically manifest an echo of himself in an unoccupied space he can see within 15 feet of him. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until he dismiss it as a bonus action, until he manifest more than two echos, or until he's incapacitated.
Echo Warp. Hanriko teleports to an Echo within 60 ft. of himself that he can see. The echo replaces him in the spot he teleported from.
Whirlwind Onslaught. After Hanriko takes the Attack action on his turn, he can use his bonus action on that turn to cast Vengeful Blade 4 times. Each of these attacks must target a different creature.
Shadow Martyr. Hanriko can magically teleport an Echo in front of himself or an ally in response to an attack, the Echo will always be killed by this.
Vistan dash. Leaving a trail of fading echoes behind himself he moves up to his speed without provoking opportunity attacks.
Attack. Hanriko takes one of his attack actions.
Summon Echos.
Tell: Two 10-foot-radius summoning circles appear on the battlefield as the faint outline of a monster starts to coalesce within them.
Neutralization: If a creature steps on the circles, the echos cannot be summoned.
Resolution: If not neutralized, two minions are summoned to the battlefield to assist the boss.
Duplicate Bullet.
Tell: All echos aim their pistol at the creature that last hit Hanriko. When another creature hits Hanriko the echoes shift their aim to that creature.
Neutralization: A particularly hardy character can hold their attack until right before the boss’ turn to make sure the boss hits them
Resolution: If not mitigated, Hanriko does 2d10 force damage, per echo on the map, to the creature who last hit Hanriko.
While Captain Hanriko is in his ship he has access to multiple environmental affects. Captain Hanriko cannot use the same Lair action twice in a row.
Anti-Magic Coils. Two coils emerge from either side of the room sparking with antimagic energy. While in the room with the coils active, all magic and magical technology is completely inactive. Living constructs are under the affects of 1 level of exhaustion and have glitches in their voice. These coils stay up till next initative count 20
Evasive Maneuvers. The ship shifts its trajectory briefly causing all unprepared creatures to fall prone and move in a direction decided by Hanriko.
Who Turned Out the Lights?. Up to 4 rooms of Captain Hanriko's choice become completely enveloped in darkness. This darkness counts as magical. On the next initative count 20 the lights in each room flicker back on.