Page 249 - ghosts-of-saltmarsh
P. 249
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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