Skip to main content

Pirate

Challenge
25 XP
Tags
Terrain
str
12
(+1)
dex
10
(+0)
con
10
(+0)
int
10
(+0)
wis
10
(+0)
cha
10
(+0)

AC 12 (leather armor)

HP 9 (2d8; bloodied 4)

Speed 30 ft.


Proficiency +2; Maneuver DC 11

Skills Acrobatics +2

Tools vehicles (water) +2

Senses passive Perception 10

Languages any one

ACTIONS

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.

Description

Pirates rob merchant ships on the high seas and in coastal waters. Pirate statistics can also be used to represent armed sailors.

Encounters

CR 0–2 1d8 bandits ; 1d4 bandits with cutthroat , apprentice mage , or thug

Treasure 40 gp, 200 sp, 300 cp; 1d8 pirates

CR 3–4 bandit captain with 2 to 4 bandits ; pirate captain with 2 to 4 pirates

Treasure 150 gp, 600 sp, 8 turquoise gemstones (10 gp each), piece of a treasure map

CR 5–10 bandit captain with 1d10 + 5 bandits or 1d6 + 1 thugs ; bandit captain with 1d10 + 5 bandits and apprentice mage , minstrel, or priest ; pirate captain with 1d10 + 5 pirates

Treasure 350 gp, 500 sp, 10 pieces of cheap jewelry (25 gp each), 40 pounds of trade goods (200 gp), treasure map, 3 potions of healing

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.