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Pirate

These scourges of the seas are a threat to anyone who spends time away from land.

Recall Knowledge - Humanoid (Society): DC 16

Elite | Normal | Weak
Proficiency without Level

PirateCreature 2

CNMediumHumanHumanoid
Source Gamemastery Guide pg. 242
Perception +6
Languages Common
Skills Acrobatics +7, Athletics +8, Deception +6, Intimidation +6, Sailing Lore +8
Str +2, Dex +3, Con +1, Int +0, Wis +2, Cha +2
Items cutlass (functions as a scimitar), dagger, padded armor
AC 18; Fort +7, Ref +8, Will +6
HP 32
Attack of Opportunity ReactionReaction
Bravery When the pirate rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1.
Speed 25 feet
Melee Single ActionSingle Action cutlass +10 [+5/+0] (forceful, sweep), Damage 1d6+5 slashingMelee Single ActionSingle Action dagger +11 [+7/+3] (agile, versatile S), Damage 1d4+5 piercingRanged Single ActionSingle Action dagger +11 [+7/+3] (agile, thrown 10 feet, versatile S), Damage 1d4+5 piercingBoarding Action Two ActionsTwo Actions The pirate swings on a rope or Strides, moving up to double their Speed. If the pirate boarded or disembarked a boat during this movement, they can make a melee Strike at the end of their movement that deals one extra damage die on a hit.

All Monsters in "Seafarers"

NameLevel
Bosun3
Navigator2
Pirate2
Ship Captain6

Seafarers

Source Gamemastery Guide pg. 242
Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.

Sidebar - Additional Lore Nautical Superstitions

  • Never use phrases like “good luck,” “drowned,” or “goodbye.”
  • No whistling onboard.
  • Never kill certain creatures, such as albatrosses or dolphins.
  • Never change the name of a vessel without protective rites.
  • Never set sail on certain days of the week.
  • Tengus absorb bad luck into themselves to create good luck.

Sidebar - Advice and Rules Shipboard Spells

The captain can gain all these spells in place of Dual Disarm. The bosun can exchange Pike and Strike to gain the cantrips and 1st-level spells. Primal Prepared Spells DC 24 (DC 18 bosun), attack +16 (+10 bosun); 2nd summon elemental, water breathing, water walk; 1st feather fall, gust of wind (×2); Cantrips (2nd, 1st for bosun) electric arc, guidance, know direction, light, tanglefoot