Medium Or Small Humanoid (Any Race), Any Alignment
Armor Class 13 (Studded Leather)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
14 (+2)
INT
16 (+3)
WIS
17 (+3)
CHA
15 (+2)
Saving Throws CON +4
Skills Perception +3, Survival +3
Senses Passive Perception 15
Languages Common and one other language
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Keen Sight. The aquamissioneer has advantage on Wisdom (perception) checks that rely on sight.

 Tough. The aquamissioneer needs to eat and drink only three quarters of the food required for its size.

Opportunist. The aquamissioneer is proficient in all improvised weapons made from items found on ship

Navigation Skills. The aquamissioneer has proficiency in navigators' tools, and advantage on any ability check or saving throw to avoid getting lost.

Actions

 

Dagger. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 3 (1d4+1) slashing damage.

Description

Aquamissioneers are like adventurers, except that they live at sea. They sail on a boat, fight monsters, and gain treasure. An aquamissioneer crew consists of 4-6 regular aquamissioneers, 1 navigator, 1 doctor, 1 boatkeeper (like a housekeeper), and 1 captain.

The aquamissioneers navigators are the best navigators there are, always making sure that the ship is going in the right direction and charting uncharted lands. They do not usually fight, but if the ship is threatened, they know how to turn anything into a weapon.

Monster Tags: NPC

Habitat: ArcticCoastalSwamp

MountCelestia

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