Medium or Small Humanoid, Chaotic Neutral
AC 16 (leather)    Initiative +5 (15)
HP 55 (6d10 + 10)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 18 +4 +7
CON 16 +3 +6
Mod Save
INT 12 +1 +1
WIS 11 +0 +0
CHA 9 −1 −1
Senses Passive Perception 11
Languages Common plus one other language
CR 5 (XP 1,800; PB +3)
Traits
Sea Legs. The crewman has advantage on Strength Athletics and Dexterity Acrobatics checks made while on a ship or boat, and on saving throws against being knocked prone while aboard a vessel.
Cunning Action. On each of its turns, the crewman can use a bonus action to take the Dash, Disengage or Hide, if they are on a ship at sea.
Sneak Attack (1/Turn). The crewman deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the crewman that isn’t incapacitated and the crewman doesn’t have disadvantage on the attack roll.
 
Smuggler’s Cache. The pirate smuggler carries numerous concealed pockets, false linings, and secret compartments stuffed with illicit goods. As a bonus action, the smuggler can produce one of the following items from its cache. Each item can be produced only once, and the cache replenishes when the smuggler finishes a long rest:
  • Poison Vial. Apply it to one weapon or piece of ammunition (included in the bonus action). The next time the smuggler hits with that weapon before the end of its next turn, the target takes an extra 7 (2d6) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned until the end of the smuggler’s next turn.
  • Smoke Bomb. Throw it to a point within 30 feet. A 15-foot-radius cloud of thick smoke spreads from that point, heavily obscuring the area for 1 minute or until a wind of moderate or greater speed disperses it.
  • Flash Powder. Throw it to a point within 20 feet. Each creature within 10 feet of that point must succeed on a DC 14 Constitution saving throw or be blinded until the end of the smuggler’s next turn.
  • Healing Tonic. Drink it (as part of the bonus action) to regain 10 (2d6 + 3) hit points.
Actions

Multiattack. The crewman makes two Dagger attacks, or one crossbow attack. It can replace one dagger attack with a use of Enthralling Panache.

Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.

Light Crossbow. Ranged Attack Roll: +6, range 80/320 ft. Hit: 5 (1d8 + 3) Piercing damage.

Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the crewman can see within 30 feet. Failure: The target has the Charmed condition until the start of the crewman's next turn.

Habitat: CoastalSwamp

PapaMike64

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