Pirate
Past the last relay, ships still run on sail and steam, and pirates take them with boarding hooks and powder. A pirate is a sailor who stopped being paid, with a heavy coat, a cutlass on the belt, a single-shot pistol kept dry and one leg gone. Pirates raid for cargo and ransom. A pirate crew breaks and flees once the fight stops being profitable.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 25 ft.
- Armor class
- 14 (heavy coat)
- Hit points
- 39 (6d8 + 12)
- Proficiency
- +2
- STR 15 +2 save +4
- DEX 14 +2 save +2
- CON 14 +2 save +2
- INT 10 +0 save +0
- WIS 11 +0 save +0
- CHA 13 +1 save +1
- Skills
- Athletics +4 , Intimidation +3 , Survival +2
- Passive Perception
- 10
- Languages
- Common
- Found in
- Coastline , Terran (Verdant) , Open Ocean
Traits
-
Boarder
The pirate has advantage on Athletics checks made to climb rigging, hull or rope, and it ignores difficult terrain on a deck.
-
Cuts and Runs
When the pirate drops to half its hit points or fewer, it takes the Disengage action as a bonus action on each of its turns.
Actions
-
Multiattack
The pirate makes two Cutlass attacks.
-
Cutlass
+4 to hit · reach 5 ft.
1d8 + 2 slashing damage
A slash from a short, heavy cutlass sharpened on one edge.
-
Flintlock
+4 to hit · close range
2d6 + 2 ballistic damage
A shot from a single-shot flintlock pistol.
-
Boarding Hook Bonus action
DC 12 Strength save
One creature within 15 feet makes a Strength saving throw or is pulled 10 feet toward the pirate.