Page 248 - ghosts-of-saltmarsh
P. 248

PIRATE BOSUN
             The bosun (or boatswain) is tasked with organizing the
             cargo and crew aboard a ship. Bosuns are capable fight-
             ers whose experience with hauling cargo and delivering
             beatings make them tough opponents. Foul Frithoff in
             The Sinister Secret of Saltmarsh is the bosun who pro-
             tects the cargo aboard the smugglers' ship. Ever since a
             bad accident, he has worn a hook at the end of one arm
             in place of a hand.
             PIRATE  CAPTAIN
                                                               PIRATE  CAPTAIN
             Pirate captains spend their lives at sea, earning and   Medium humanoid (any race), any alignment
             keeping command through blood and daring. A cap-
             tain's impressive sword work and biting words inspire   Armor Class 14 {studded leather)
             both confidence and fear in a ship's crew. Sigurd "Snake   Hit Points 45  (7d8 + 14)
             Eyes" is the pirate captain who leads a gang of smug-  Speed 30 ft.
             glers in The Sinister Secret of Saltmarsh.
                                                                 STR     DEX    CON     INT    WIS    CHA
                                                                16 (+3)   14 (+2)   14 (+2)   11  (+O)   10 (+O)   14 (+2)
             PIRATE BOSUN
             Medium humano;d (any race). any alignment         Skills Athletics +5, Intimidation +4
                                                               Senses passive Perception 10
             Armor Class 12 (studded leather)                  Languages any one language {usually Common)
             Hit Points 27  (5d8 + 5)                          Challenge 2 (450 XP)
             Speed 30 ft.
                                                               Flourish. The captain adds its Charisma modifier to the damage
               STR     DEX    CON     INT    WIS    CHA        roll  for its longsword attacks (included in the attack).
              16 (+3)   11 (+O)   13  (+1)   11  (+O)   10 (+0)   13  (+1)
                                                               Sea Legs. The captain has advantage on ability checks and sav-
             Skills Athletics +5,  Intimidation +3             ing throws to resist being knocked prone.
             Senses passive Perception 10
                                                               ACTIONS
             Languages any one language (usually Common)
             Challenge 1/2 (100 XP)                            Mu/tiattack. The captain makes two attacks: one with its hand
                                                               crossbow and one with its longsword.
             Cargo Hauler. The bosun has advantage on Strength checks.
                                                               Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
             Sea Legs. The bosun has advantage on ability checks and sav-  ft., one target. Hit: S (ld6 + 2)  piercing damage.
             ing throws to resist being knocked prone.
                                                               Longsword.  Melee Weapon Attack: +S to hit, reach 5 ft., one tar-
                                                               get. Hit: 9 (ld8 + S)  slashing damage, or 10 (ldlO + 5)  slashing
             ACTIONS
                                                               damage if used with two hands.
             Light Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach
             5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeon·   REACTIONS
             ing damage.
                                                               Shape Up,  Ye Dog (2/day). Whenever a friendly creature within
             Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.   30 feet of the captain that can hear it misses with an attack, the
             Hit: 7 (l d8 + 3) piercing damage, and the target is grappled   captain can yell perilous threats to allow that creature to reroll
             (escape DC 13).                                   the attack roll.



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