Bestiary · Humanoid

Human PR 4

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.

Dune Corsair, drawn at Medium scale
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.