Dune Corsair
A corsair band takes stock, water and portable goods, leaves the wells and the tents standing, and avoids killing because a death opens a blood obligation that runs three generations and costs more than the take. Both sides know the rules. Travelers who do not know them get hurt, mostly by drawing first.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 35 ft.
- Armor class
- 16
- Hit points
- 84 (13d8 + 26)
- Proficiency
- +2
- STR 14 +2 save +2
- DEX 18 +4 save +6
- CON 15 +2 save +2
- INT 13 +1 save +1
- WIS 15 +2 save +4
- CHA 14 +2 save +2
- Skills
- Acrobatics +6 , Perception +4 , Stealth +6 , Survival +4
- Passive Perception
- 14
- Languages
- Common
- Found in
- Desert , Terran (Arid)
Equipment
Traits
-
Raid Code
Will not kill a creature that has yielded, and takes goods, not lives. A band that has taken what it came for withdraws.
-
Desert-Born
Ignores difficult terrain caused by sand, needs half the usual water, and has advantage on saving throws against extreme heat.
-
Glare Cover
Has advantage on Stealth checks in open desert.
Actions
-
Multiattack
Makes two scimitar attacks.
-
Scimitar
+6 to hit · reach 5 ft.
1d10 + 4 slashing damage
-
Recurve Bow
+6 to hit · long range
1d8 + 4 piercing damage
-
Cut Loose
One pack animal, mount or cargo tie within 5 feet is freed or cut loose. Anything it was carrying spills.
-
Withdraw Bonus action
Takes the Disengage action and moves up to its Speed.