Ghosts of Saltmarsh

(Nancy Kaufman) #1

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 captains spend their lives at sea, earning and
keeping command through blood and daring. A cap-
tain's impressive sword work and biting words inspire
both confidence and fear in a ship's crew. Sigurd "Snake
Eyes" is the pirate captain who leads a gang of smug-
glers in The Sinister Secret of Saltmarsh.


PIRATE BOSUN
Medium humano;d (any race). any alignment

Armor Class 12 (studded leather)
Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR
16 (+3)

DEX
11 (+O)

CON
13 (+1)

INT

11 (+O)

Skills Athletics +5, Intimidation +3
Senses passive Perception 10

WIS
10 (+0)

Languages any one language (usually Common)
Challenge 1/2 (100 XP)

CHA
13 (+1)

Cargo Hauler. The bosun has advantage on Strength checks.

Sea Legs. The bosun has advantage on ability checks and sav-
ing throws to resist being knocked prone.

ACTIONS
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·
ing damage.
Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (l d8 + 3) piercing damage, and the target is grappled
(escape DC 13).

PIRATE CAPTAIN
Medium humanoid (any race), any alignment

Armor Class 14 {studded leather)
Hit Points 45 (7d8 + 14)
Speed 30 ft.

STR
16 (+3)

DEX
14 (+2)

CON
14 (+2)

INT
11 (+O)

Skills Athletics +5, Intimidation +4
Senses passive Perception 10

WIS
10 (+O)

Languages any one language {usually Common)
Challenge 2 (450 XP)

CHA
14 (+2)

Flourish. The captain adds its Charisma modifier to the damage
roll for its longsword attacks (included in the attack).

Sea Legs. The captain has advantage on ability checks and sav-
ing throws to resist being knocked prone.

ACTIONS
Mu/tiattack. The captain makes two attacks: one with its hand
crossbow and one with its longsword.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30 /12 0
ft., one target. Hit: S (ld6 + 2) piercing damage.
Longsword. Melee Weapon Attack: +S to hit, reach 5 ft., one tar-
get. Hit: 9 (l d8 + S) slashing damage, or 10 (ldlO + 5) slashing
damage if used with two hands.

REACTIONS
Shape Up, Ye Dog (2/day). Whenever a friendly creature within
30 feet of the captain that can hear it misses with an attack, the
captain can yell perilous threats to allow that creature to reroll
the attack roll.

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