Commodore Krux

Medium Humanoid, Any Alignment

STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Firearms Knowledge.

Krux's mastery of its weapons enables it to ignore the loading property of any firearm.

Steady as She Goes.

On the deck of a ship, Krux has advantage on ability checks and saving throws made against effects that would knock it prone or shove it overboard.

Actions

Multiattack.

Krux makes two Longsword or Musket attacks.

Longsword.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Musket.

Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Force Grenade.

Krux throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) force damage on a failed save, or half as much damage on a successful one. After the giff throws the grenade, roll a d6; on a roll of 4 or lower, the giff has no more grenades to throw.

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Commodore Krux

Source: Light of Xaryxis, p. 22 - Licenses and attribution