Page 249 - ghosts-of-saltmarsh
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PIRATE FIRST MATE
                                                             Medium humanoid (any race). any alignment
          PIRATE DECK WIZARD                                Armor Class 16 (chain mail)
          These salt-encrusted practitioners of magic are at once   Hit Points 26 (4d8 + 8)
          learned and superstitious. The crews of pirate ships   Speed 30 ft.
          generally give their deck wizards a wide berth. as they
           magically step from place to place and unleash their   STR   DEX   CON    INT    WIS    CHA
                                                              14 (+2)   11  (+O)   14 (+2)   11  (+O)   10 (+O)   13  (+  l)
          briny magic against attackers. The ship Sea Ghost in
          The Sinister Secret of  Saltmarsh is home to a pirate
                                                            Skills Athletics +4, Intimidation +3
          deck wizard named Punketah.                       Senses passive Perception l 0
                                                             Languages any one language (usually Common)
          PIRATE FIRST MATE                                 Challenge 1 (200 XP)
          These no-nonsense sailors are the trusted allies of a pi-
                                                            Sea Legs. The first mate has advantage on ability checks and
          rate ship's captain. Ex-soldiers and trained mercenaries
                                                            saving throws to resist being knocked prone.
          often find employment as mates aboard pirate ships. In
           The Sinister Secret of  Saltmarsh, Bloody Bjorn serves   ACTIONS
          as the first mate aboard Sea Ghost.
                                                             Multiattack. The first mate makes two attacks with its
          RIP TIDE PRIEST                                   longsword.
          Priests of the Rip Tide cull gather in secret cabals to   Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
          perform dark rituals that glorify Olhydra. the elemental   get. Hit: 6 (ld8 + 2)  slashing damage, or 7 (ldlO + 2) slashing
          Princess of Evil Water. as the embodiment of  water's de-  damage if used with two hands. If the target is a creature, the
          structiveness. They believe that using water to kill their   first mate can choose to deal no damage with the attack to dis-
          enemies. such as through ritual drowning. earns chem   arm the target. The target must succeed on a DC 14 Strength
                                                            saving throw or drop one item it 1s holding on the ground.
          Olhydra's favor.

          PIRATE DECK WIZARD
           Medium humanoid (any race). any alignment         RIP TIDE PRIEST
                                                             Medium humanoid (human), neutral evil
          Armor Class 12 (15 with mage armor)
           Hit Points 32 (Sd8 + 10)                         Armor Class 13  (chain shirt)
          Speed 30 ft.                                       Hit Points 52 (8d8 + 16)
                                                            Speed 30 ft.
             STR    DEX    CON     INT    WIS     CHA
            10 (+O)   14 (+2)   14 (+2)   16 (+3)   13 (+1)   11  (+O)   STR   DEX   CON   INT   WIS   CHA
                                                              15  (+2)   11  (+O)   14 (+2)   10 (+O)   11  (+O)   16  (+3)
           Skills Arcana +5, Perception +3
           Senses passive Perception 13                     Skills Deception +S, Religion +2. Stealth +2
           Languages any one language (usually Common)      Senses passive Perception 10
          Challenge l  (200 XP)                             Languages Aquan, Common
                                                            Challenge 2 (450 XP)
          Sea Legs. The deck wizard has advantage on ability checks and
          saving throws to resist being knocked prone.      Spel/casting. The priest is a 5th-level spellcaster. Its spellcast-
                                                            ing ability is Charisma (spell save DC 13, +S to hit with spell
          Spel/casting. The deck wizard is a 4th-level spellcaster. Its spell-  attacks). It knows the following sorcerer spells:
          casting ability is Intelligence (spell save DC  13. +5 to hit with
                                                            Cantrips (at will): chill touch, mage hand. minor illusion, presti-
          spell attacks). It has the following wizard spells prepared:
                                                              digitation. ray of  frost
          Cantrips (at will): friends, mage hand, prestidigitation, ray of  frost   lst level (4 slots): expeditious retreat, magic missile, shield
           1st level  (4 slots): disguise self.fog cloud, mage armor, witch bolt   2nd level  (3  slots): blur, hold person
          2nd level  (3 slots): gust of  wind, Melfs acid arrow, misty step   3rd level  (2 slots): sleet storm
          ACTIONS                                           ACTIONS
          Quarterstaff. Melee Weapon Attack: +2 to hit, reach S ft., one   Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft .. one
          target. Hit: 3 (ld6)  bludgeoning damage.         target. Hit: 6 (ld8 + 2) bludgeoning damage.



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