
Kidd
Captain, pirate lord, and notorious connoisseur of rum and women, Kidd is a living legend in the Thirteen Seas. An unrelenting navigator, driven by a thirst for discoveries hidden from the world, like Abissalem, the mythical Black Isle that rests on the edges of the unknown, visible only to the most intrepid and skilled sailors of the treacherous Black Sea. His audacity and indomitable spirit echo across the waters like thunder. Alongside his loyal crew, whom he considers family, he faces the seas without fear of what the future holds. In his raids, Kidd embodies the classic pirate archetype, plundering with skill and leaving his victims with nothing but their undergarments. Though he adopts a carefree attitude and often chaotic behavior, Kidd is a skilled strategist. He excels when he holds the right cards—whether they’re on the table or hidden up his sleeve. Loosely following the old pirate codes that predate the era of Anur Van'Dutch, the self-proclaimed King of Pirates, Kidd shows reverence for tradition but is not bound by any rule that doesn't serve his interests.
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Maerwyn Vale
Medium Humanoid, Chaotic Neutral
AC 12
Initiative +1 (11)
HP 40 (9d8)
Speed 30 ft.
Skills Arcana +4, Nature +4, Medicine +5
Gear Sickle, Herb Pouch
Senses Passive Perception 13
Languages Common, Sylvan
CR 2 (XP 450; PB +2)
Traits
Coven Hex. When a creature Maerwyn can see within 30 feet of her hits her with an attack roll, that creature has Disadvantage on its next attack roll before the end of its next turn.
Actions
Thornwhip. Melee Attack Roll: +3, reach 15 ft. Hit: 5 (1d8 + 1) Piercing damage, and Maerwyn pulls the target up to 10 feet straight toward herself.
Brew of Slumber (Recharge 5–6). Maerwyn hurls a clay flask that shatters at a point she can see within 30 feet. Each creature in a 10-foot-radius Sphere centered on that point makes a DC 13 Constitution saving throw. On a failed save, a creature has the Poisoned condition and falls Unconscious for 1 minute. The effect ends for a creature if it takes damage or another creature takes an action to shake it awake.
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