Medium Humanoid (Any Race), Chaotic Neutral
Armor Class 14 Leather Armor
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
Skills Athletics +4, Intimidation +3, Perception +2
Senses Passive Perception 12
Languages Common, Thieves’ Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

 

  • Swarm Tactics: When the pirate crew attacks as a group (within 5 feet of each other), they gain advantage on melee attack rolls.

  • Pack Tactics: The pirate crew has advantage on an attack roll against a creature if at least one of the pirate’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

  • Fearsome Reputation: The first time each combat a creature is attacked by the pirate crew, it must make a DC 13 Wisdom saving throw or be frightened until the end of the pirate crew's next turn.

 

Actions

 

  • Multiattack: The pirate crew makes two attacks with their cutlasses or pistols.

  • Cutlass: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage.

  • Pistol: Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 6 (1d10 + 2) piercing damage.

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Appearance: The pirate crew is a motley band of various races, each member rugged and battle-worn. They wear a mix of leather armor and tattered clothing, adorned with trinkets and trophies from their plundering adventures. Their faces are often scarred, and their expressions are a mixture of defiance and cunning. Each pirate carries a cutlass and a pistol, ready for a fight at a moment's notice.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Coastal

Khaos87NC63923

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