Preparing for my nautical 5e game and decided to stat up some cursed sea mutant pirates like the ones from Pirates of the Caribbean. They aren't a perfect conversion of the ones from the story, but are definitely in the same spirt.
Davy Jones Crew Member
Medium monstrosity, any non-good
Hit Points 22 (4d8+4)
Speed 30 ft., swim 40 ft.
11 (+0) Dex 12 (+1) Con 14 (+2) Int 6 (-2) Wis 13 (+1) Cha 5 (-3)
Saving Throws Wis +3
Skills Athletics +2, Stealth +3, Survival +3
Proficiencies Vehicle (Water) +2
Damage Vulnerabilities Acid
Damage Immunities cold, poison
Condition Immunities blinded, deafened, exhaustion, frightened, paralyzed, poisoned, stunned
Senses blindsight 60 ft., passive Perception 10
Languages Aquan and one other (usually Common)
Challenge 2 (400 XP)
Amphibious The crewmember can breathe both air and water.
False Appearance. If the crewmember is motionless at the start of combat, it has advantage on its initiative roll. Additionally, unless the character can succeed on a DC 16 Intelligence (Investigation) check they see the motionless crewmember as part of the ship.
Part of the Ship. The crewmember is connected with all other crewmembers and the ship itself. All information, senses, and memories are shared.
Regeneration. The crewmember regains 5 hit points at the start of each of its turns. If the crewmember takes acid damage, this trait doesn't function at the start of its next turn. The crewmember only days if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) slashing damage.
Customization
You can customize your crew members by giving them any combination of the following traits.
Crab Claw. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage and the target is grappled (escape DC 12).
Lamprey Bite. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) piercing damage and the target is grappled (escape DC 10). While grappled it takes another 4 (1d6+1) piercing damage at the beginning of the crewmembers next turn.
Protective Shell. The crewmember has an AC of 14
Urchin Spines. Any creature within 5 feet that hits the crewmember with a melee attack must make a DC 12 Dexterity saving throw or take 1 piercing damage and make a DC 12 Constitution saving throw or gain the poisoned condition.
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