Bestiary · Humanoid

Human PR 8

Legendary Smuggler

A legendary smuggler wears a plated flight rig and a pendant kept from an old life, with a plasma pistol on each hip. The smuggler's name is used as a verb. The reputation rests on cargo delivered while the lane was closed and on three occasions when a Federation cutter had the ship locked and lost it anyway. The smuggler talks first, since talking has worked more often than the guns. When talking fails, the smuggler fights with both pistols and a flashbang.

Black Meridian Syndicate
Legendary Smuggler, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
35 ft.
Armor class
18 (plated flight rig)
Hit points
135 (18d8 + 54)
Proficiency
+3
  • STR 14 +2 save +2
  • DEX 20 +5 save +8
  • CON 16 +3 save +3
  • INT 15 +2 save +2
  • WIS 15 +2 save +2
  • CHA 19 +4 save +7
Skills
Deception +7 , Perception +5 , Persuasion +7 , Piloting +8 , Sleight of Hand +8 , Stealth +8
Passive Perception
15
Senses
darkvision 60 ft.
Languages
Common, Galactic Standard, Meridian Cant
Found in
Black Meridian , Hyperlane Corridor , Debris Shoal , The Meridian Run , Station Interior

Traits

  • Escape Artist

    The smuggler has advantage on checks and saving throws made to escape a grapple, a restraint or a sealed compartment.

  • Nerve

    The smuggler has advantage on saving throws against being Frightened or Charmed, and it can take the Help action at a range of 30 feet.

  • Loaded Dice

    Three times per day the smuggler can turn one of its own failed d20 rolls into a success on a roll of 10 or higher.

Actions

  • Multiattack

    The smuggler makes three Paired Sidearm attacks, drawing from both hips.

  • Paired Sidearm

    +8 to hit · medium range

    2d6 + 5 plasma damage

    A shot from one of two plasma pistols.

  • Flashbang

    DC 16 Constitution save

    The smuggler throws a charge at a point within 60 feet. Every creature within 15 feet of that point makes a Constitution saving throw. On a failure it takes 3d6 thunder damage and is Blinded and Deafened until the end of its next turn. On a success it takes half as much damage.

  • Slip Away Bonus action

    The smuggler takes the Disengage action and moves up to 20 feet. If it ends this movement behind total cover, it is Hidden.

  • Quick Dodge Reaction

    When the smuggler is hit by an attack it can see coming, it halves the damage and moves 10 feet without provoking opportunity attacks.