Medium Humanoid (Any Race), Lawful Neutral
Armor Class 16 (studded leather)
Hit Points 85 (10d8 + 20)
Speed 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
15 (+2)
INT
20 (+5)
WIS
17 (+3)
CHA
14 (+2)
Saving Throws DEX +7, INT +9, WIS +7
Skills Athletics +4, Deception +4
Damage Resistances Bludgeoning
Condition Immunities Charmed
Senses Passive Perception 10
Languages common and abyssal
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Incendiary Bullet. Three times a day the pirate can add an extra 2d6 fire damage to the attack.

Poisoned Bullet. Three times a day the pirate can add an extra 2d6 poison damage to the attack. The targeted creature must make a DC constitution 15 if they succeed they take half damage.

Shocker Bullet. Two times a day the pirate can add an extra 1d8 lightning damage and if the target fails a DC constitution 15 they are stunned for two turns.

Explosive Bullet. Once a day the pirate can add an extra 4d6 fire damage and will all targets within 35ft of the bullet will take damage.

 

Actions

Multiattack. The pirate makes three melee attacks: two with its cutlass and one with its musket. Or the pirate makes two attacks with his musket and one with his sword.

Gun Sword. Melee Weapon Attack: +5 to hit, reach 15ft., one target. Hit: 6 (1d6 + 3) slashing damage. And 1d6 fire damage and 1d6 piercing

Steam powered Musket. Ranged weapon attack. 1d20+7 to hit. 40/125 ft range. 3d6+5 piercing damage. 2d8 fire damage.

Monster Tags: NPC

Habitat: Coastal

RORN_THE_RIGHTOUS

Comments

Posts Quoted:
Reply
Clear All Quotes