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Elite Pirate Unit

Challenge
Tags
Terrain
str
16
dex
12
con
14
int
10
wis
10
cha
10

AC 14 (padded leather)

HP 160 (25d8+50; bloodied 80)

Speed 30 ft., swim 20 ft.


Proficiency +2; Maneuver DC 13

Skills Acrobatics +5, Athletics +5, Intimidation +2, water vehicles +2

Senses passive Perception 10

Languages Common


Area Vulnerability. The squad takes double damage from any effect that targets an area.

Squad. The squad is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The squad can move through any opening large enough for one base creature without squeezing.

Squad Dispersal. When the squad is reduced to 0 hit points, it turns into 2 (1d4) elite pirates , each of which are bloodied .


ACTIONS

Multiattack. The pirates attacks twice.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 33 (5d6+15) slashing damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 feet, one target. Hit: 32 (5d8+10) piercing damage.

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.