Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 16 (leather armor)
Hit Points 46 (7d8 + 14)
Speed 30 ft., Swim 20 ft., Climb 20 ft.
STR
18 (+4)
DEX
18 (+4)
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Sea Legs. The pirate has advantage on any ability checks to avoid being knocked prone.

Wild Blades. The pirate does not provoke opportunity attacks from any enemy it hits with a weapon attack. Enemies hit with the pirates Cutlass must succeed on a DC 13 Constitution saving throw or have their speed reduced by 5 feet until the end of their next turn. Enemies hit by the pirate's Boarding axe but succeed on a DC 13 Dexterity saving throw or drop one weapon or shield they are carrying.

Actions

Multiattack. The pirate makes 4 attacks: two with its cutlass and 2 with its axe.

Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Boarding Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Description

Pirates around the world of Tryn usually trace their origins or career from the perilous seas of Vadari. Here crews venture force to seek adventure and plunder while hoping for a free fulfilling life on the dangerous seas. While romanticized these ideals never truly flesh out so innocently, most pirates are mean or cruel as way of nature seeking to better their own position or standing on their crew. Ever since the Tryn Empire settled Vadari waters pirates have been on the decline and so they have a tentative understanding of cooperation and will even band together to strike at imperial cities or fleets. 

Monster Tags: NPC

Habitat: Coastal

GannonAlbrecht

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