THE SHARED REFERENCE Adventurer

Monster

Commodore Krux

Outside your table’s allowed sources

Official reference · LoX · 2014

Creature type
Humanoid
Size
Medium
Armor class
12
Hit points
75 (10d8 + 30)
Speed
Walk 30 ft., Swim 30 ft.
Challenge rating
3
Alignment
Any alignment
Strength
18
Dexterity
14
Constitution
17
Intelligence
11
Wisdom
12
Charisma
12
Passive Perception
11
Languages
Common

Traits

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 Krux throws the grenade, roll a d6; on a roll of 4 or lower, Krux has no more grenades to throw.

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