Runarcana

Part 4 · Monsters & Creatures

Pirate

Pirate

CategoryGrunt
CR6

Humanoid, Medium

HP43 (9d8+3)
AC12
DR
Proficiency+3
Initiative+2
Attributes
STR: 100
DEX: 15+2
CON: 12+1
INT: 9-1
WIS: 100
CHA: 8-1
Additional
Senses
Passive Perception 10
Speed
30 feet of walking
Skills
Athletics +3, Survival +3
Languages
Bilgewatrian
Collective287
Individual108

Saving Throws: Dexterity +5

Mastery - Scimitar. The Pirate is able to use the Mastery (Nimble) property when using a Scimitar.

Mastery - Pistol. The Pirate is able to use the Mastery (Affliction) property when using a Pistol.

Quick Hands. The Pirate can reload a firearm it's wielding with a bonus action.

Disposable. The Pirate takes double damage from effects or spells with a failure that aren't based on Dexterity. Even if it succeeds on an effect or spell with a failure that isn't based on Dexterity, it takes full damage instead of only half.

Scimitar (Slash). Melee Weapon Attack, +5 to hit, 5 ft. reach, one target. On a hit, deals 12 (3d6+2) Slashing damage.

Scimitar (Thrust). Melee Weapon Attack, +5 to hit, 5 ft. reach, one target. On a hit, deals 12 (4d4+2) Piercing damage.

Pistol. Ranged Weapon Attack, +5 to hit, 45/150 ft. range, one target. On a hit, deals 12 (3d6+2) Piercing damage. Ammunition: 20 light firearm rounds.

When looted, the Pirate has a 70% chance of having the crafting components, 20% of having the intact items, or 10% of them being too damaged for use, requiring repair, of the following items below:

Scimitar. Martial Weapon.

Pistol. Firearm.

Pistol Rounds. 2d10, light firearm ammunition.

Runic Pulse: Agate Pulse (1d6 Piercing)

Runes: Bloodthirst, 2 uses.