Armor Class: 16 (Padded)

Hit Points: 22 (3d8 +9)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


STR

12 (+1)

DEX

20 (+5)

CON

16 (+3)

INT

10 (+0)

WIS

11 (+0)

CHA

14 (+2)


Skills: Deception +4 Acrobatics +7 Athletics +3 Perception +2 Intimidation +4 History +2

Saving Throws: Dextery +7 Constitution +5

Challenge: 1 (200 XP)


Racial Features

Ability Modifiers: +2 Dex, +1 Wis

Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Kenku Training: You gain proficiency in two skills (randomly choosen from Acrobatics, Deception, Stealth or Sleight of Hand)

Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages: You can read and write Common and Auran, but you can speak only by using your Mimicry trait.


Special Abilities

Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swiming checks.
Tool Proficiency: The pirate is proficient with Vehicles (sea).

Actions

Multiattack. The Pirate makes one weapon melee attack or one ranged attack.

Scimitar. Melee Weapon Attack +7 to hit, reach 5 ft, one target. Hit: 8 (1d6 +5 ) slashing damage.

Properties: Finesse, Light,

Shortbow. Ranged Weapon Attack +7 to hit, range 80/320, one target. Hit: 8 (1d6 +5 ) piercing damage.

Properties: Ammunition: range 80/320, Two-handed,

NPC Options



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