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Captain Hargar Blackblood

Captain Hargar Blackblood is a Nord pirate who leads the infamous Blackblood Marauders, a band of pirates operating out of Broken Oar Grotto. Where Captain Blackblood's ship, the Dainty Sload has been docked and transformed into the center of large pirate settlement. He still conducts raids on merchant vessels though, using a fleet of longships that emerge from the Grotto to harras the nearby trade route through the Sea of Ghosts. Captain Blackblood is a stern and a ruthless man to his enemies, which he views as chiefly the East Empire Company. However he is more forgiving towards passing merchants, letting them leave with their lives if significantly lighter on cargo. He is fiercely protective of his crew and the other residents of Broken Oar Grotto. Who he sees as family, particularly Val who he sees as being a mother to him.   Quotes:
"Welcome aboard traveller! Smell'n that salt in the air? What you smell'n is freedom friend. Nay the false civility of the Empire. Nor the chains of the Company. True freedom."
"Keep outta trouble in the Grotto if'nn y'know what's good for you. We don't 'ave cells. We settle our differences with steel 'ere. When we must."
"You've the look'n of a do-gooder about 'ya. Like you'd stab me in' back and call it justice. Well I spit'n the Empire's justice. You would too, if'nn you knew 'em true."
"We've everything you be needin around 'ere. Not like we grabbed all this 'ere booty to sit around look pretty. Shop about a bit. Someone 'll 'ave just what you need."
"I'll sink every damn boat the East Empire Company sends round 'ere. Better the waves claim their cargo than let it sit in the hands of slavers and bloated cutt-throats."
"Mind these colours. Lest you see 'em on the waves one day. Won't do you nay harm. S'long as keep smart and you sail'n with good 'an humble folk."
"Them Stormcloaks. True Nord's to a man. I've half a mind to go break that seige 'n Windhelm myself but I'ma little old t'be fighting half the Legion."
He wears an elven chain shirt, pirate hat and boots, and is equiped with a dwemer rapier and two hand crossbows. He carries two Potion of Minor Healing, and a selction of rare loot and gold.
Children

Captain Hargar Blackblood

Medium Nord, Pirate, Chaotic Neutral

Armor Class 14 (Elven Chain Shirt)
Hit Points 45 (7d8+14) 7d8+14
Speed: 30 ft

STR

13
( +1 )

DEX

14
( +2 )

CON

15
( +2 )

INT

10
( +0 )

WIS

12
( +1 )

CHA

12
( +1 )

Saving Throws Strength +4, Constitution +5
Skills Athletics +4, Deception +4, Intimidation +4, Perception +4
Damage Resistances Frost (Nord), Slashing (Elven Chain Shirt)
Senses passive Perception 14
Languages Common, Shadowmarks, Jel
Proficiency Bonus +3

Action Surge (1/day). As a free action, the Captain gains an additional action for use on that turn.   Dueling. When wielding a melee weapon in one hand and no other weapons, the Captain gains a +2 bonus to damage rolls with that weapon (included in statblock).   Improved Ciritcal. The Captain's weapon attacks score a critical hit on a roll of 19 or 20.

Actions

Extra Attack. The Captain can attack twice, instead of once, whenever he takes the Attack action on his turn.   Dwemer Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) piercing damage.   Hand Crossbow (2) (steel bolts). Ranged Weapon Attack: +5 to hit, range 30/120. Hit: 6 (1d6+3) piercing damage.

Bonus Actions

Off-Hand attack. After making a Hand Crossbow attack, the captain can make an (unmodified damage) attack with his off-hand.   Second Wind (1/day). The Captain heals 1d10+5 hit points.   Battle Cry (1/day). During combat only, the Captain chooses one target that can hear him which must succeed on a Wisdom saving throw DC 12 or drop whatever it is holding and become frightened of him until the end of his next turn.

Reactions

Leadership. As a reaction, the Captain can utter a special command or warning to any ally that is within 30 feet of them. Whenever an ally that is within 30 feet of the Captain makes an attack roll or saving throw, the ally can add 1d4 to the roll provided they can hear and understand the Captain. An ally can only benefit from one leadership die at a time. The effect ends if the Captain can no longer be heard, for example if the Captain or ally is incapacitated.   Defensive Duelist. As a reaction, when another creature hits him with a melee attack, the Captain gains +3 AC for that attack.


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