Ghosts of Saltmarsh

(Nancy Kaufman) #1

PIRATE DECK WIZARD


These salt-encrusted practitioners of magic are at once
learned and superstitious. The crews of pirate ships
generally give their deck wizards a wide berth. as they
magically step from place to place and unleash their
briny magic against attackers. The ship Sea Ghost in
The Sinister Secret of Saltmarsh is home to a pirate
deck wizard named Punketah.


PIRATE FIRST MATE
These no-nonsense sailors are the trusted allies of a pi-
rate ship's captain. Ex-soldiers and trained mercenaries
often find employment as mates aboard pirate ships. In
The Sinister Secret of Saltmarsh, Bloody Bjorn serves
as the first mate aboard Sea Ghost.

RIP TIDE PRIEST
Priests of the Rip Tide cull gather in secret cabals to
perform dark rituals that glorify Olhydra. the elemental
Princess of Evil Water. as the embodiment of water's de-
structiveness. They believe that using water to kill their
enemies. such as through ritual drowning. earns chem
Olhydra's favor.

PIRATE DECK WIZARD
Medium humanoid (any race). any alignment

Armor Class 12 (15 with mage armor)
Hit Points 32 (Sd8 + 10)
Speed^30 ft.

STR
10 (+O)

DEX
14 (+2)

CON
14 (+2)

Skills Arcana +5, Perception +3
Senses passive Perception 13

INT
16 (+3)

WIS
13 (+1)

Languages any one language (usually Common)
Challenge l (200 XP)

CHA
11 (+O)

Sea Legs. The deck wizard has advantage on ability checks and
saving throws to resist being knocked prone.

Spel/casting. The deck wizard is a 4th-level spellcaster. Its spell-
casting ability is Intelligence (spell save DC 13. +5 to hit with
spell attacks). It has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, prestidigitation, ray of frost
1st level (4 slots): disguise self.fog cloud, mage armor, witch bolt
2nd level (3 slots): gust of wind, Melfs acid arrow, misty step

ACTIONS
Quarterstaff. Melee Weapon Attack: +2 to hit, reach S ft., one
target. Hit: 3 (l d6) bludgeoning damage.

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PIRATE FIRST MATE
Medium humanoid (any race). any alignment

Armor Class 16 (chain mail)
Hit Points 26 (4d8 + 8)
Speed 30 ft.

STR
14 (+2)

DEX
11 (+O)

CON
14 (+2)

INT

11 (+O)

Skills Athletics +4, Intimidation +3
Senses passive Perception l 0

WIS
10 (+O)

Languages any one language (usually Common)
Challenge 1 (200 XP)

CHA
13 (+ l)

Sea Legs. The first mate has advantage on ability checks and
saving throws to resist being knocked prone.

ACTIONS
Multiattack. The first mate makes two attacks with its
longsword.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
get. Hit: 6 (ld8 + 2) slashing damage, or 7 (ldlO + 2) slashing
damage if used with two hands. If the target is a creature, the
first mate can choose to deal no damage with the attack to dis-
arm the target. The target must succeed on a DC^14 Strength
saving throw or drop one item it 1s holding on the ground.

RIP TIDE PRIEST
Medium humanoid (human), neutral evil

Armor Class 13 (chain shirt)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR
15 (+2)

DEX
11 (+O)

CON
14 (+2)

INT
10 (+O)

Skills Deception +S, Religion +2. Stealth +2
Senses passive Perception 10
Languages Aquan, Common
Challenge 2 (450 XP)

WIS
11 (+O)

CHA
16 (+3)

Spel/casting. The priest is a 5th-level spellcaster. Its spellcast-
ing ability is Charisma (spell save DC 13, +S to hit with spell
attacks). It knows the following sorcerer spells:
Cantrips (at will): chill touch, mage hand. minor illusion, presti-
digitation. ray of frost
lst level (4 slots): expeditious retreat, magic missile, shield
2nd level (3 slots): blur, hold person
3rd level (2 slots): sleet storm

ACTIONS
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft .. one
target. Hit: 6 (ld8 + 2) bludgeoning damage.
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