Clockwork. This creature has the Clockwork trait.
Clockwork Mind. Clockwork crew can be controlled as an action by entities with "Command Clockwork" action.
Clockwork Code. This language is an intricate combination of clicks, grinding gears, whistles, and whirring metal understood by Clockwork constructs.
Mistvision. This creature can see normally through fog, mist, or clouds up to 120 feet.
Ship Shape. The ship's Boatswain (pronounced bos'n) is the person in charge of the deck and ship's stored goods. As deck master, they ensure the crew keeps up the rigging, sails, anchors, and other essential components of the ship. An expert in working with cordage, they can attempt a repair on sails, envelopes, rigging, and light deck components. +4.
Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Net. Ranged Weapon Attack: +1 to hit. Special. Thrown (Range 5/15). A large or smaller creature hit by a net is restrained until freed. A net has no effect on creatures that are formless, or creatures that are huge or larger. DC 10 STR. 5 slashing damage frees target and destroys net.
Description
Forged in unknown foundries and powered with arcane magic, these mechanical crew plague the skies of the Seorsus with their depredations. A clockwork pirate serving as boatswain is responsible for ensuring the ship in in top shape so it can make sure other ships are not.
An expert in all rigging, sails, envelopes, and accompanying bits and bobs, the boatswain is the go-to for emergency repairs during a conflict. They'll then clobber the rest of the crew as needed to ensure they get the essential tasks completed.
They are also a formidable opponent in a boarding action, their shining blade flashing in the setting sun scape and a net made of rigging swinging at the ready to snare their targets!
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