Armor Class
12
Commodore Krux
Medium Humanoid · Any Alignment
Hit Points
75 (10d8 + 30)
Speed
Walk 30 ft., Swim 30 ft.
CR
3
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 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. 8 () Slashing damage, or 9 () Slashing damage if used with two hands.
Musket
Ranged Weapon Attack +4 to hit, range 40/120 ft., one target. 8 () 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 () Force damage on a failed save, or half as much damage on a successful one. After Krux throws the grenade, roll a ; on a roll of 4 or lower, Krux has no more grenades to throw.