Large Swarm of Medium humanoids, Typically Neutral Evil
Armor Class 14 Natural Armor
Hit Points 135 (18d10 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws DEX +5
Skills Athletics +6, Intimidation +4
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Condition Immunities Charmed, Grappled, Paralyzed, Prone, Restrained
Senses Passive Perception 13
Languages Common, Elvish, Thieves' Cant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Pirate Pack. Whenever the pirates take damage from an attack, that is more than 5 feet away from them, they get the chance to load their guns and make a ranged bonus attack in their next turn. 

Overwhelming Numbers: When the Pirate Pack hits a creature with a melee attack, the target must succeed on a DC 15 Strength saving throw or be knocked prone as the swarm overwhelms them.

Actions

Skull Blow (Concentration) The pirates quickly enter "the zone" making them vulnerable for one round. While in the zone the pirates have 1d6 more armor. After the charge ends, the pirates can swiftly fire one giant cannonball in a 600 ft line. Dealing 4d8 +4 scatter damage.

For every creature that stands alone in a 5ft radius the damage increases by 1d6.

Dagger Dance. Melee Weapon Attack: +4 to hit, reach 5ft., Hit: (2d6 + 4) piercing damage.

Action Ranged Attack. Ranged Weapon Attack: +5to hit, range 30 ft. Hit: 3d8 + 3 bullet damage.

Bonus Actions

Golden Era. If the pirate pack is plundering a city. They can expend one charge of Golden Era to reroll one failed attack roll. If the roll misses again, the Pirates are scared and move away up to 30 ft from the monster they where attacking. If that provokes an opportunity attack, the opportunity attack of the enemy is a critical hit. Double critical hits are counted as a normal critical hit. Instead roll 1d10 extra damage. 

On the beginn of the battle the pirates have 2 charges. 

 

Reactions

Parlay. If the pirates are about to be killed, they can instead invoke the state of parlay. Their attackers can then decide, whether to proceed with the fight, or recruit the group of pirates for their further adventure. 

If the group of pirates is elected to be killed, they can channel one last battle blow, dealing 2d6 physical damage. 

Description

A crew of 15 dangerous and highly armored pirates. They are a wild mixture of elves, humans, orcs and goblins. 

Lair and Lair Actions

The Pirate Crew's lair is a hidden cove located on a remote island, accessible only by a narrow, rocky path or by ship through treacherous waters. It serves as both a stronghold and a bustling base of operations for their plundering activities. The cove is filled with supplies, stolen goods, and hidden treasure.

 

  •  Lair Description:

    The Pirate Pack is typically found in a hidden cove or a commandeered coastal fort. Their lair is a bustling den of stolen goods, makeshift shelters, and the constant presence of danger. Traps and lookout posts are scattered throughout, ensuring their stronghold remains difficult to penetrate.

    • Lair Actions (On initiative count 20, losing ties):
      • Rising Tides: Water floods part of the lair, making it difficult terrain for enemies.
      • Pirate Reinforcements: A group of lesser pirates appears to bolster the Pirate Pack, adding a narrative flair to ongoing battles.

 

Habitat: Coastal

Luxior9000

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