Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 22 (3d8 + 5)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Skills Intimidation +2
Senses Passive Perception 12
Languages Common, Thieves' Cant
Challenge 1 (200 XP)
Proficiency Bonus +2

Pack Tactics. The pirate has advantage on an attack roll against a creature if at least one of the pirate's allies is within 5 feet of the creature and the ally isn't incapacitated

Actions

Multiattack. The pirate makes three melee attacks: two with its scimitar and one with its dagger. Or the pirate makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

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

Description

Pirates will do anything for the loot that they take from sacking tombs on distant islands and raiding merchant ships. With shaky morals and only a very loose obligation to follow the Pirate's code, they have no qualms about betraying any of their crewmates or murdering an innocent sailor, however, they must answer to their Captain, lest they are forced to walk the dreaded plank.

Monster Tags: NPC

Environment: Urban

rbaquie

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