Black Meridian Pirate
Pirates working out of Black Meridian time their runs to hyperlane traffic and to patrol rotations. A boarding is planned around the window before a response arrives, and a crew withdraws in the fifth round of a boarding action.
Black Meridian Syndicate
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 15 (boarding harness)
- Hit points
- 52 (8d8 + 16)
- Proficiency
- +2
- STR 15 +2 save +2
- DEX 16 +3 save +5
- CON 15 +2 save +2
- INT 11 +0 save +0
- WIS 12 +1 save +1
- CHA 12 +1 save +1
- Skills
- Athletics +4 , Intimidation +3 , Piloting +5
- Passive Perception
- 11
- Languages
- Common, Meridian Cant
- Condition immunities
- decompressed
- Found in
- Hyperlane Corridor , The Meridian Run
Equipment
Traits
-
Sealed Harness
Immune to the Decompressed condition and carries 1 hour of air.
-
Boarding Window
Has advantage on attack rolls in the first two rounds of a boarding action, and will withdraw in the fifth.
Actions
-
Boarding Axe
+4 to hit · Battleaxe · reach 5 ft.
1d10 + 2 slashing damage
Two attacks.
-
Combat Shotgun
+5 to hit · close range
2d6 + 3 ballistic damage
A shotgun blast down a corridor.
-
Withdraw Reaction
When the pirate takes damage in the fifth round of a boarding action or later, it withdraws. It moves up to its speed toward the nearest exit or hatch without provoking opportunity attacks.