Captain Falcon (5e Creature)
From D&D Wiki
Medium humanoid (human), chaotic good
Saving Throws Str +7, Dex +6
Avoidance. If Captain Falcon is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage on a successful saving throw, and only half damage if he fails.
Raptor Boost. If Captain Falcon moves at least 15 feet toward a target and hits it with an unarmed strike on the same turn, the creature takes an extra 9 (2d8) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Legendary Resistance (1/Day). If Captain Falcon fails a saving throw, he can choose to succeed instead.
Magic Weapons. Captain Falcon’s unarmed strikes are magical.
Taunt (2/Day). Captain Falcon can use a bonus action on his turn to target one creature within 30 feet of him. If the target can hear Captain Falcon, the target must succed on a DC 14 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Captain Falcon’s next turn.
Unarmored Defense. While Captain Falcon is wearing no armor and wielding no shield, his AC includes his Charisma modifier.
Multiattack. Captain Falcon makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Falcon Punch (Recharge 5-6). Captain Falcon makes an unarmed strike. On a hit, the attack inflicts an extra 22 (4d10) fire damage and the target must make a DC 15 Strength saving throw. On a failed save, a creature is pushed up to 20 feet away from Captain Falcon and is knocked prone. On a successful one, a creature is pushed half as far and doesn’t fall prone.
Captain Falcon is a bounty hunter known far and wide for his ostentatious demeanour, his running speed, and his track record. His infamous Falcon Punch has brought down many a fleeing bounty, and few can rival his success rate.