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Returning 35 results for 'pirate are and his creature'.
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private are and his creature
phrase are and his creature
Monsters
Monster Manual
against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.Captain’s Charm. Wisdom Saving Throw: DC 14, one
creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
Monsters
Monster Manual
Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.
Dagger. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit
Monsters
Fizban's Treasury of Dragons
energy in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction
":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength
Monsters
Fizban's Treasury of Dragons
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a DC 13
Constitution saving throw. On a failed save, the creature takes 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and
Monsters
Fizban's Treasury of Dragons
creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Desiccating Breath
", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature
Monsters
Fizban's Treasury of Dragons
creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 49 (14d6);{"diceNotation":"14d6", "rollType":"damage", "rollAction":"Desiccating Breath
", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the
monsters
Action, a creature can insult the sinner’s skill and renown as a pirate captain. The sinner must succeed on a DC 15 Wisdom saving throw or take 10 Psychic damage and have Disadvantage on attack
", "rollAction":"Hex Grasp", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed until the start of the sinner’s next turn, or until the sinner curses it in this way
magic-items
A fearsome weapon imbued with jinxcraft magic, this cutlass was once wielded by the notorious pirate captain, Briggsy “The Kutlass” Kratch. Its tarnished blade glimmers with a faint
cutlass determined by its rarity. While holding the cutlass, you can use the following properties.
Raise the Stakes (Rare+). As a Bonus Action, choose a creature within 5 feet of you and mark it
magic-items
A fearsome weapon imbued with jinxcraft magic, this cutlass was once wielded by the notorious pirate captain, Briggsy “The Kutlass” Kratch. Its tarnished blade glimmers with a faint
cutlass determined by its rarity. While holding the cutlass, you can use the following properties.
Raise the Stakes (Rare+). As a Bonus Action, choose a creature within 5 feet of you and mark it
magic-items
A fearsome weapon imbued with jinxcraft magic, this cutlass was once wielded by the notorious pirate captain, Briggsy “The Kutlass” Kratch. Its tarnished blade glimmers with a faint
cutlass determined by its rarity. While holding the cutlass, you can use the following properties.
Raise the Stakes (Rare+). As a Bonus Action, choose a creature within 5 feet of you and mark it
magic-items
A fearsome weapon imbued with jinxcraft magic, this cutlass was once wielded by the notorious pirate captain, Briggsy “The Kutlass” Kratch. Its tarnished blade glimmers with a faint
cutlass determined by its rarity. While holding the cutlass, you can use the following properties.
Raise the Stakes (Rare+). As a Bonus Action, choose a creature within 5 feet of you and mark it
equipment
Smoothbore, muzzleloading Cannons are common fixtures on pirate ships and defensive fortifications, capable of splintering wood and reducing stone to gravel with a thunderous boom. Larger siege
point you choose within the weapon’s normal range. Each creature within the Sphere makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
Reactions
Riposte. Trigger
: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
Reactions
Riposte. Trigger
: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pirate Captain Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain’s impressive sword work and biting words inspire both confidence and fear in a
ship’s crew. Sigurd “Snake Eyes” is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh. Pirate Captain
Medium humanoid (any race), any alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pirate Captain Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain’s impressive sword work and biting words inspire both confidence and fear in a
ship’s crew. Sigurd “Snake Eyes” is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh. Pirate Captain
Medium humanoid (any race), any alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.
Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
Pirate Along with being competent warriors, pirates are accomplished seafarers who know how to sail and maintain a ship. While some loyally follow their captains’ orders, others place greed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.
Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
Pirate Along with being competent warriors, pirates are accomplished seafarers who know how to sail and maintain a ship. While some loyally follow their captains’ orders, others place greed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pirate First Mate These no-nonsense sailors are the trusted allies of a pirate ship’s captain. Ex-soldiers and trained mercenaries often find employment as mates aboard pirate ships. In The Sinister
Secret of Saltmarsh, Bloody Bjorn serves as the first mate aboard Sea Ghost. Pirate First Mate
Medium humanoid (any race), any alignment
Armor Class 16 (chain mail)
Hit Points 26 (4d8 + 8
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pirate First Mate These no-nonsense sailors are the trusted allies of a pirate ship’s captain. Ex-soldiers and trained mercenaries often find employment as mates aboard pirate ships. In The Sinister
Secret of Saltmarsh, Bloody Bjorn serves as the first mate aboard Sea Ghost. Pirate First Mate
Medium humanoid (any race), any alignment
Armor Class 16 (chain mail)
Hit Points 26 (4d8 + 8
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
+ 3) Piercing damage.
Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s
damage.
Bonus Actions
Captain’s Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ft. Hit: 5 (1d4 + 3) Piercing damage.
Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of
+ 4) Piercing damage.
Bonus Actions
Captain’s Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
+ 3) Piercing damage.
Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s
damage.
Bonus Actions
Captain’s Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ft. Hit: 5 (1d4 + 3) Piercing damage.
Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of
+ 4) Piercing damage.
Bonus Actions
Captain’s Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Jahaka Anchorage Three pirate ships use Jahaka Anchorage (map 2.10) as a haven: the Dragonfang, the Emerald Eye, and the Stirge. All three are sailing ships (see chapter 5 of the Dungeon Master’s
Guide). See the “Pirates of Jahaka Anchorage” sidebar for information on the captain and crew of each vessel. Only one pirate ship is docked at the anchorage at any given time. A second ship rides at
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Jahaka Anchorage Three pirate ships use Jahaka Anchorage (map 2.10) as a haven: the Dragonfang, the Emerald Eye, and the Stirge. All three are sailing ships (see chapter 5 of the Dungeon Master’s
Guide). See the “Pirates of Jahaka Anchorage” sidebar for information on the captain and crew of each vessel. Only one pirate ship is docked at the anchorage at any given time. A second ship rides at
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Neogi Pirate Neogi pirates are adult neogi that serve as crew members aboard nightspiders (see the Astral Adventurer’s Guide) and other neogi-controlled vessels. Neogi society makes no distinction
between individuals, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Neogi Pirate Neogi pirates are adult neogi that serve as crew members aboard nightspiders (see the Astral Adventurer’s Guide) and other neogi-controlled vessels. Neogi society makes no distinction
between individuals, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck.
2 A topaz dragon has claimed
kind. Moreover, their unpredictability means that even if a creature proves itself useful to a topaz dragon, it shouldn’t count on being safe from the dragon the next time they meet. Topaz dragons
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Wildspace creature silhouettes deck she brought along.
You’re gathered on the Command Deck at mealtime when Saerthe says, “Feels like an asteroid coming up on us.” As the ship slows down, Saerthe
Wisdom (Perception) check can see a brief glint suggestive of a metallic vessel moments before it disappears behind the asteroid. If the characters send a message back to Tarto, she has a hunch that the hidden ship is a pirate vessel, since pirates are known to haunt this region of Wildspace.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Wildspace creature silhouettes deck she brought along.
You’re gathered on the Command Deck at mealtime when Saerthe says, “Feels like an asteroid coming up on us.” As the ship slows down, Saerthe
Wisdom (Perception) check can see a brief glint suggestive of a metallic vessel moments before it disappears behind the asteroid. If the characters send a message back to Tarto, she has a hunch that the hidden ship is a pirate vessel, since pirates are known to haunt this region of Wildspace.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck.
2 A topaz dragon has claimed
kind. Moreover, their unpredictability means that even if a creature proves itself useful to a topaz dragon, it shouldn’t count on being safe from the dragon the next time they meet. Topaz dragons
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
why it was cursed, or all trace of those who brought down the affliction might have been scoured away. Island Curses d6 Curse 1 When a creature dies on the island, its spirit rises as a specter
mephits, which are hostile toward creatures that aren’t inhabitants of the island. 4 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
why it was cursed, or all trace of those who brought down the affliction might have been scoured away. Island Curses d6 Curse 1 When a creature dies on the island, its spirit rises as a specter
mephits, which are hostile toward creatures that aren’t inhabitants of the island. 4 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
the creatures in this book by challenge rating. Stat Blocks by Challenge Rating CR Stat Block Name Creature Type 0 Chwinga astronaut Elemental 0 Dohwar Fey 0 Space guppy Beast 0 Space mollymawk
Humanoid 3 Githyanki buccaneer Humanoid 3 Neogi hatchling swarm Aberration 3 Neogi pirate Aberration 3 Plasmoid warrior Ooze 3 Solar dragon wyrmling Dragon 3 Ssurran defiler Monstrosity 4 Brown scavver