Medium Humanoid, Any Non-Lawful Alignment
Armor Class 17 Leather Armor
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
12 (+1)
INT
14 (+2)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws DEX +7
Skills Acrobatics +8, Athletics +5, Persuasion +6
Senses Passive Perception 10
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Lightfooted. The crew member can take the Dash or disengage action as a bonus action on each of its turns.

Suave Defense. While the the crew member is wearing light or no armor and wield no shield, its AC includes its Charisma modifier.

Curse of the Deep. Upon the death of the crew and captain, the crew member rises again at the end of the round, taking its initial initiative roll. When they do so they are counted as undead for the remainder of the time, or 1d4 days later when they regain their physical forms. Upon a second death, they are banished to the water elemental plane until 2d4 days later where they come back again in their original forms. The only way to break this curse is to cast dispel curse on the figurehead of the ship.

Actions

Multiattack. The crew member makes three attacks: one with its dagger and two with its rapier.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit. 6 (1d4 + 4) piercing damage.

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

Description

In the surface, member of the crew, along with the crew itself, seems completely normal. The only thing they have over other pirates is the reputation of being on the most fearsome crew on the seas. However, there is much more than meets the eye. Beneath the facade of a band of pirates is the makings of a horrible curse. Cursed to forever roam the seas as the will never die. 

Habitat: Coastal

TheDarkOnes

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