Pirate First Mate

Ghosts of Saltmarsh p. 248

Size
Medium
Type
humanoid (any race)
Alignment
any alignment
AC
16 (chain mail)
Hit Points
26 (4d8+8)
Speed
walk 30 ft.
Skills
Athletics +4, Intimidation +3
Passive Perception
10
Languages
any one language (usually Common)
Challenge
1
Lineage
Pirate
STR
14
+2
DEX
11
+0
CON
14
+2
INT
11
+0
WIS
10
+0
CHA
13
+1

Traits

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 target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 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 disarm the target. The target must succeed on a DC 14 Strength saving throw or drop one item it is holding on the ground.

Other data

description

These no-nonsense sailors are the trusted allies of a pirate 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.