Medium Or Small Humanoid, Any Alignment
Armor Class 15 Studded Leather
Hit Points 31 (7d6 + 7)
Speed 45 ft.
STR
11 (+0)
DEX
17 (+3)
CON
12 (+1)
INT
16 (+3)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws STR +2
Skills Stealth +2
Damage Resistances Psychic
Senses Darkvision, Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits
Mental Burst. When the astral pirate dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 5 (2d4) psychic damage.
 
Mental Fortitude. The astral pirate has advantage on saving throws against effects that would make it have the charmed or frightened condition.
Actions
Multiattack. The astral pirate makes two Unarmed Strike attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) psychic damage.

Bonus Actions
Nimble Escape. The goblin takes the Disengage or Hide action.
Telekinetic Shove. The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a DC 13 Strength saving throw or have the prone condition.

Description

Saving Throws: Int +5, Wis +4

PathOfTheDrunkenStoner

Comments

Posts Quoted:
Reply
Clear All Quotes