Medium Humanoid (Any Race), Any Alignment
Armor Class 11 (leather armor)
Hit Points 17 (2d8 + 8)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Skills Perception +2
Senses Passive Perception 12
Languages Any two languages
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Wildspace Adaptation Able Spacers are adept in zero gravity. Being weightless doesn’t give them disadvantage on any of their melee attack rolls.

Tough Able Spacers have +4 hit points.

Actions

Multiattack. The Able Spacer makes two melee attacks.

Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Description

Able Spacers are the sailors (and pirates) of Wildspace and the Astral Sea. A group of able spacers may be found on ship or in a port. In port, they're sometimes watched or led by a thug, veteran, or spellcaster. In port they're typically looking to enjoy spending their coin, but also may have taken up banditry when their coins have run out. They also might be brawling with able spacers from rival ships or port youths who think they're better than them and vice versa.

Previous Versions

Name Date Modified Views Adds Version Actions
8/6/2023 10:47:01 PM
3
1
1
Coming Soon
8/6/2023 10:48:33 PM
3
1
2
Coming Soon
8/17/2023 12:31:22 AM
5
2
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Coming Soon

Monster Tags: NPC

Habitat: CoastalUrban

AbsurdKnurd

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