Medium Humanoid, Any Non-Lawful Alignment
Armor Class 15 padded armor
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
13 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +6, WIS +3, CHA +5
Senses Passive Perception 13
Languages any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Bravado. A pirate frightened of a source can still move toward the source of its fear. All other effects of the frightened condition still apply.

Blunderbuss Expert. The pirate can load one piece of ammunition into its blunderbuss as part of its attack action and an additional piece of ammunition into its blunderbuss as
a bonus action instead of an action.

Expert Swimmer. The pirate has advantage on Strength (Athletics) checks made to swim.

Rigging Climber. The pirate can climb rope and rigging without making an ability check.

Sealegs. The pirate has advantage on checks and saving throws made to resist being knocked prone while on a ship. In addition, the pirate ignores difficult terrain created by sand produced my non-magical means.

Treasure Sense. The pirate can detect the presence of coins, gems, and valuables valued at 50 gp or more within 15 feet of it.

Actions

Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. The attack deals double damage to objects made of rope and wood. While
wielding the cutlass, the coastal pirate has a +1 on Charisma (Intimidation) checks (included in the statistics).

Blunderbuss. Ranged Weapon Attack: +6 to hit, range 30/90 feet., one target. Hit: 7 (1d6 + 4) piercing damage. The pirate can load one piece of ammunition as part of its attack
action, the pirate can also load additional ammunition into the blunderbuss using a bonus action for each additional piece of ammunition loaded. All loaded ammunition is
expelled when the pirate makes its next attack with the weapon. The damage for the attack increases by 3 (1d6) per ammunition loaded, up to a maximum total of 10 (3d6.)*

*The pirate begins combat with 3 pieces of ammunition loaded into its blunderbuss, meaning the first attack with the Blunderbuss deals 14 (3d6 + 4) piercing damage.

Bonus Actions

Quick Load. The pirate loads an additional piece of ammunition into its blunderbuss.

Description

Coastal pirates are marauding bandits sailing on the high seas. Some of these pirates might have begun careers in the merchant marines, navy, or as fishermen, highwaymen, cabin boys, or any number of occupations. While the past of a coastal pirate
varies, they hold one thing in common, a love of gold and freedom. These pirates commonly set up bases on islands or coastal coves, relying on hidden reefs
to destroy any ships that might seek them out and establishing small settlements of lawless debauchery in wonderfully tropical environments.

Treasure Seekers. Many coastal pirates seek out gold and valuables, hoping to either bolster their wealth and power, purchase ships, entertainment or even retire
from their trade. A few coastal pirates have been able to use their wealth to buy their way into the upper class, leaving their lives of lawlessness behind for ones of
luxury. Other pirates might use their wealth to establish their own small kingdoms, navies, or otherwise enjoy their immense riches. While this is the goal of most
coastal pirates, few reap the rewards, with many dying long before they can spend whatever treasure they might have obtained, either at the hands of a royal navy,
or their own treacherous and greedy companions.

Phelegethon

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