AC 17 (breastplate, fighting style)
HP 171 (18d8+90; bloodied 85)
Speed 30 ft.
Proficiency Bonus +4; Maneuver DC 14
Saving Throws Str +6, Con +9
Skills Athletics +6, History +6 (1d8), Insight +4, Perception +4, Persuasion +6 (1d8); navigator’s tools, thieves’ tools, water vehicles
Senses passive Perception 15
Languages Spanish, Thieves’ Cant
Action Surge (1/short rest). Once on his turn, Blas de Lezo can take an additional action on top of his regular action and a possible bonus action.
Brutal Toughness. Blas de Lezo gains a +1d6 bonus to saving throws and death saves(treating final results of 20 or higher on a death saving throw as a natural 20).
Combat Footing. Whenever he makes a melee attack against a creature on his turn, Blas de Lezo doesn’t provoke opportunity attacks from that creature until the end of his turn.
Indomitable (1/long rest). Blas de Lezo can reroll a saving throw that he fails but must use the new roll.
Sneak Attack (1/turn). Blas de Lezo deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, when the target is within 5 feet of an ally of Blas de Lezo that isn’t incapacitated and Blas de Lezo doesn’t have disadvantage on the attack roll, or when the only creature within 5 feet of Blas de Lezo is his target.
Swashbuckling. Blas de Lezo adds his Charisma modifier (+2) when rolling for initiative.
SPECIAL TRAITS
Fortune Points (3/long rest). Blas de Lezo can spend one fortune point to reroll an attack roll , ability check , or saving throw , or to force an attacker to reroll an attack made against him.
ACTIONS
Extra Attack. Blas de Lezo attacks three times when he takes the Attack action.
Saber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.
Pistol (6). Ranged Weapon Attack: +8 to hit, range, 30/90 ft., one target. Hit: 11 (1d10+1d6+2) piercing damage.
Musket. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 12 (1d12+1d6+2) piercing damage.
BONUS ACTIONS
Cunning Action (1/turn). Blas de Lezo can use a bonus action to take the Dash, Disengage, or Hide action.
Second Wind (1/short rest). On his turn, Blas de Lezo can use a bonus action to regain 1d10+11 hit points.
REACTIONS
Uncanny Dodge. When an attacker Blas de Lezo can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
This mythological figure will stick with you like a peg-leg caught in a hole on deck. The astute historians among you may get the clue but if that’s not you, read onward and check out Admiral Blas de Lezo y Olavarrieta, a legendary Spanish naval officer!
This career sailor of more than four decades lived to the age of 52 but it wasn’t an easy life; among his nicknames were Captain Pegleg and Half-Man because so much of him had been blown off by hot lead. His list of injuries included but were not limited to: his left leg amputated below the knee, his left eye (he’s not just winking), and the ability to fully use his right arm. He also managed to catch typhoid fever. That imagery of the one-eyed peg-legged pirate? That’s more Blas de Lezo than any of Blackbeard’s contemporaries. This character wore his many injuries like medals and refused to be limited by them.
Blas de Lezo was climbed the naval ranks in a host of battles and never suffered defeat, the most famous of which is the Battle of Cartagena de Indias (a city in Virreinato of Granada, what is today Columbia) where his forces were outnumbered at least 3 to 1. Thanks to his defense of Spanish forts in the area, King George II in Britain dropped out of supporting a PraNarratoratic Sanction around Austria and Europe was drawn into the War of the Austrian Succession. About four months after the siege Blas de Lezo died of typhus (and his efforts were largely initially disregarded because he unnecessarily scuttled several ships for no apparent gain but lots of expense).
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.