Medium Humanoid (Any Race, Tiefling), Any Non-Lawful Alignment
Armor Class 17 (studded leather)
Hit Points 125 (10d8 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
20 (+5)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +9, DEX +10, WIS +5
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Any two languages
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Actions

Multiattack. The pirate makes three attacks: two with its rapier and one with its blunderbuss. Or the pirate makes two ranged attacks with its blunderbuss.

Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 6) piercing damage.

Blunderbuss. Ranged Weapon Attack: +12 to hit, reach 60/120 ft., one target. Hit: 12 (1d12 + 5) piercing damage.

Whisky Molotov: Uses an action. Throws a bottle of whisky that explodes in a 15 ft. radius. All in the area must make a Dexterity saving throw against a DC of 17 . On a failed save, they take 4d6 fire damage, half damage on a successful save.

Intimidating Presence: Uses an action. Target one enemy within 30 ft. The enemy must make a Wisdom saving throw against a DC of 18 . On a failed save, the enemy is frightened for 1 minute or until it takes damage.

Reactions

Parry. The pirate adds 2 to its AC against one melee attack that would hit it. To do so, the pirate must see the attacker and be wielding a melee weapon.

Guardian Maneuver: Uses a reaction. When an ally within 5 ft. takes damage, can reduce the damage by 1d10 + 5. Can be used once per round.

Monster Tags: NPC

Nordmoe

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