Part 4 · Monsters & Creatures
Pirate
Pirate
Humanoid, Medium
- Senses
- Passive Perception 10
- Speed
- 30 feet of walking
- Skills
- Athletics +3, Survival +3
- Languages
- Bilgewatrian
Defenses
Saving Throws: Dexterity +5
Characteristics
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.
Attacks
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.
Equipment and Loot
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.
Runes
Runic Pulse: Agate Pulse (1d6 Piercing)
Runes: Bloodthirst, 2 uses.
