Bestiary · Humanoid

Human PR 2

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
Black Meridian Pirate, drawn at Medium scale
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.