Bestiary · Humanoid

Human PR 11

Pirate King

A pirate king commands hundreds of hulls under one code: shares filed, prizes registered, a standing rule on prisoners enforced by execution, and a protection tariff on coastal towns that costs less than a raid and is paid on time. He has not lost a fleet action. He keeps a drafted surrender with the terms he intends to get, ready for the day a navy decides to spend what it would take.

Pirate King, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft., swim 30 ft.
Armor class
18
Hit points
187 (25d8 + 75)
Proficiency
+4
  • STR 17 +3 save +3
  • DEX 18 +4 save +8
  • CON 17 +3 save +7
  • INT 19 +4 save +4
  • WIS 17 +3 save +7
  • CHA 21 +5 save +9
Skills
Deception +9 , History +8 , Insight +7 , Intimidation +9 , Perception +7 , Piloting +8 , Persuasion +9
Passive Perception
17
Languages
Common, Meridian Cant, Federation Standard, Primordial
Found in
Station Interior , Black Meridian

Equipment

Traits

  • Pirate Code

    Every allied creature within 120 feet has a +2 bonus to attack rolls and saving throws. Any of them that breaks the code loses this bonus permanently, and the king enforces that.

  • Fleet Command

    The king knows the position of every vessel flying his colors within a sector and can call one in within the hour.

  • Surrender Terms

    The king cannot be Charmed or Frightened and has advantage on any check made to negotiate a surrender, his own included.

Actions

  • Multiattack

    The king makes three attacks.

  • Admiral's Saber

    +8 to hit · reach 5 ft.

    2d10 + 4 slashing damage

  • Heavy Pistol

    +8 to hit · long range

    2d10 + 4 ballistic damage

  • Signal the Line

    Up to twelve allies within 300 feet immediately move up to their speed and make one attack each with advantage.

  • Name the Price

    One creature within 60 feet makes a DC 17 Charisma save. On a failure it is Charmed for 1 hour and will hear out an offer it has already refused once.

  • Broadside

    The king fires a broadside across a 60-foot cone. Each creature in it makes a DC 17 Dexterity save, taking 10d8 ballistic damage on a failure or half as much on a success.