Uploaded by AJ West

Pirates & Buccaneers

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Punishments
Breaking the rules can have many different consequences,
some merely slaps on the wrist, others extremely brutal or
even deadly. There are several common punishments, which
can be utilized at sea.
Extra Work. Perhaps the most utilized punishment is
extra work, usually messy or otherwise unpleasant jobs.
Fines. The quartermaster may demand that the pirate pays
a sum to the common fund.
Flogging. The punished crew member is lashed with a
whip a number of times or hit with a stick or some other blunt
instrument.
Dunking. The pirate is tied to a piece of wood and
repeatedly dropped into the ocean and pulled up.
Clapping in Irons. The pirate is put in chains and kept in
the hold either until the ship is at port and they are thrown out
of the ship, or for a specific period of time. Often
accompanied with poor provisions.
Tying to a Mast. The perpetrator is tied up, often flogged
and then left to sit tied up. The other crew members will often
add their own abuse to the punishment if they agree with it.
Sweating. Also called deck dancing, this is a punishment
enacted by the other crew members. Other crew members cut
and prod the crew member with swords and other sharp
objects while the punished perpetrators legs, neck or hands
are tied to a mast or other object. Sometimes music is played.
Mutilation. The crew member’s ear, nose or finger is
either slit or cut off.
Marooning. The crew member is abandoned to a remote
island, usually with some supplies or a pistol with one bullet.
Throwing Overboard. The punished pirate is either
thrown into the sea or forced to walk a plank blindfolded.
Sometimes a cannonball or something else heavy is tied to the
perpetrator.
Hanging. The pirate is tied to a rope and hung until dead,
either from the hands, legs or from the neck. Since this is a
common punishment for pirates by outsiders, some crews are
reluctant to hang even the vilest rulebreakers among them.
Keelhauling. Perhaps the most brutal method of
execution is keelhauling. The penalized crew member is tied
to a rope which goes under the ship, either from side to side
or from the bow to stem. They are then thrown into the water
and pulled to the other side. Their flesh is lacerated by the
barnacles and other sea growth growing on the hull and they
may drown or get massive head injuries on the way. This is
typically repeated until the condemned crew member is dead.
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
Medium humanoid (any race), any alignment
Armor Class 14 (leather)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
12 (+1)

DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Aimed Shot. If the pirate doesn’t move on its turn, it can make a
ranged musket attack with advantage.
Armor Class 13 (leather)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
12 (+1)
CON
12 (+1)
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1 (200 XP)

Medium humanoid (any race), any alignment
DEX
17 (+3)
Sea Legs. The pirate has advantage on ability checks and
saving throws to resist being knocked prone.
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Actions
Musket. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one
target. Hit: 9 (1d12 + 3) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Sea Legs. The pirate has advantage on ability checks and
saving throws to resist being knocked prone.
Actions

Medium humanoid (any race), any alignment
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one
target. Hit: 7 (1d10 + 2) piercing damage.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Armor Class 15
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
12 (+1)
More Pirates!
The base game and its supplements contain many useful
nonplayer characters for pirate themed campaigns or
adventures. The following nonplayer characters from the base
game can be useful.
Bandits can be used as pirates but for higher level
adventures, they can be as cannon fodder to give a feel of
massed ship-to-ship combat. Thugs can be used similarly.
Bandit captains can be used as pirate captains for small or
low-level ships or as officers or ship’s mates. Veterans can
also be used for more experienced crew members.
Priests, cult fanatics, acolytes and druids can be used as
ship’s chaplains or magical chirurgeons.
For the rum-crazed pirates, use berserkers or gladiators.
For a sneakier boarding party pirate, use spies or even
assassins.
Since pirates are often a very diverse bunch, hobgoblins,
gnolls, lizardfolk, orcs and all other sorts of monstrous races
are certainly not out of place. Consider making a lizardfolk
pirate captain, for example.
Finally, ravens can be reskinned as parrots, if you need
one on your shoulder.
DEX
18 (+4)
CON
13 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
11 (+0)
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 2 (450 XP)
Sea Legs. The pirate has advantage on ability checks and saving
throws to resist being knocked prone.
Sniper's Eye (3/Day). As a bonus action, the pirate can add 1d10 to
its next attack or damage roll with a musket.
Actions
Musket. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one
target. Hit: 10 (1d12 + 4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Firearms
The firearms in this booklet are the same as the ones found in
the base game, with the following adjustments.
The prices of the pistol and the musket are halved to 125 gp
and 250 gp, respectively.
The pistol gains the light tag.
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
Medium humanoid (human), neutral
Armor Class 14 (leather)
Hit Points 93 (17d8 + 17)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
13 (+1)
INT
18 (+4)
WIS
17 (+3)
CHA
15 (+2)
Skills Deception +5, Insight +5, Persuasion +5
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 13
Languages Common
Challenge 5 (1,800 XP)
Aura of Guidance. Any ally within 30 feet of Viona adds 1d4 to any
attack rolls or saving throws it makes.
Sea Legs. Viona has advantage on ability checks and saving throws
to resist being knocked prone.
Special Equipment. Viona wears a Periapt of Proof against Poison
(accounted for in her statistics).
Actions
Multiattack. Viona makes a ranged attack with her pistol and two
attacks with her scimitar.
Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one
target. Hit: 8 (1d10 + 3) piercing damage.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Legendary Actions
Viona can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. Viona regains spent
legendary actions at the start of its turn.
Coordinated Attack. Viona gives an order to an allied creature
within 30 feet of her that can hear her. The creature makes a melee
attack against a target within reach.
Slash. Viona makes a scimitar attack.
Tactical Shift. Viona gives an order to an allied creature within 30
feet of her that can hear her. That creature moves half its speed as
if it were its turn.
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Sea Devil Special Loot
Viona Zarr and Jarram Goldskull carry the following magic
items.
Viona’s Periapt of Proof against Poison
Wondrous item, rare
This delicate silver chain has a brilliant cut black gem pendant.
While you wear it, poisons have no effect on you. You are
immune to the poisoned condition and have immunity to
poison damage.
Viona also carries a spyglass.
Jarram’s Golden Scimitar
Uncommon scimitar +1 (requires attunement)
You have a +1 bonus to attack and damage rolls made with
this scimitar adorned with a golden skull pommel. You are also
immune to being petrified.
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Medium humanoid (any race), any alignment
Medium humanoid (any race), any alignment
Armor Class 13 (leather)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
Armor Class 14 (studded leather)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
STR
14 (+2)
DEX
15 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
12 (+1)
CHA
15 (+2)
Skills Deception +2
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP)
Skills Deception +4, Perception +3
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)
Cunning Action. The filibuster can take the Dash, Disengage or
Cunning Action. The skipper can take the Dash, Disengage or Hide
Hide action as a bonus action on each of its turns.
action as a bonus action on each of its turns.
Sea Legs. The filibuster has advantage on ability checks and saving
Sea Legs. The skipper has advantage on ability checks and saving
throws to resist being knocked prone.
throws to resist being knocked prone.
Actions
Actions
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Multiattack. The skipper makes three attacks, two with its scimitar
target. Hit: 6 (1d8 + 2) piercing damage.
and one with its light hammer.
Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning
damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Small humanoid (goblinoid), neutral
Hit: 5 (1d6 + 2) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute,
Armor Class 12
Hit Points 7 (2d6)
Speed 40 ft., climb 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
Skills Acrobatics +6, Athletics +2, Sleight of Hand +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1/4 (50 XP)
Nimble Escape. The giblon can take the Dash, Disengage or Hide
the skipper can utter a special command or warning whenever a
nonhostile creature that it can see within 30 ft. of it makes an
attack roll or a saving throw. The creature can add a d4 to its roll
provided it can hear and understand the skipper. A creature can
benefit from only one Leadership die at a time. This effect ends if
the skipper is incapacitated.
Reactions
Parry. The skipper adds 2 to its AC against one melee attack that
would hit it. To do so, the skipper must see the attacker and be
wielding a melee weapon.
action as a bonus action on each of its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
77


Medium humanoid (human), chaotic neutral
Medium humanoid (any race), any alignment
Armor Class 15 (studded leather)
Hit Points 49 (11d8)
Speed 30 ft.
Armor Class 14 (studded leather)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
11 (+0)
INT
18 (+4)
WIS
17 (+3)
CHA
18 (+4)
Skills Deception +6, Perception +7, Persuasion +8
Condition Immunities petrified
Senses passive Perception 17
Languages Common
Challenge 3 (700 XP)
STR
14 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
Skills Deception +2
Senses passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Sea Legs. The assaulter has advantage on ability checks and saving
Cunning Action. Jarram can take the Dash, Disengage or Hide
action as a bonus action on each of its turns.
throws to resist being knocked prone.
Cunning Action. The assaulter can take the Dash, Disengage or
Dirty Tactics. If Jarram hits a creature with an opportunity attack,
Hide action as a bonus action on each of its turns.
the creature must make a DC 12 Strength saving throw or be
knocked prone.
Actions
One Step Ahead. Jarram can’t be surprised while he is conscious.
Grapnel. Melee Weapon Attack: +4 to hit, reach 15 ft., one target.
He also gains a +5 bonus to initiative.
Hit: 6 (1d8 + 2) piercing damage, and the target is grappled
(escape DC 12).
Sea Legs. Jarram has advantage on ability checks and saving throws
to resist being knocked prone.
Special Equipment. Jarram wields a Golden scimitar (accounted for
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
in his statistics).
Actions
Multiattack. Jarram makes three melee attacks or one ranged attack
with his pistol and one melee attack.
+1 Golden Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) slashing damage.
Pistol. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one
target. Hit: 9 (1d10 + 4) piercing damage.
88
Sea Devil Code
I. Every member has a vote in our affairs and has equal rights
to the provisions.
II. Every ship that participates in an engagement gets a
number of shares equal to the number of crew members on
board. These shares are divided as the ship’s code dictates.
III. Lights are put out two hours after sundown. Those who
wish to drink or carouse do so on the open deck.
IV. Those who gamble or duel will be flogged.
V. Every crew member will keep their pistols and other
weapons clean and fit for service.
VI. Those who desert the ship or their quarters in battle will be
marooned.
VII. If an outsider is smuggled on board, the crew member
responsible is marooned and a guard is assigned to the
civilian, who will be thrown out in the next available port.
VIII. A member that loses a limb or an eye gets 700 gold coins
out of the public stock, and for lesser hurts, proportionately
determined by the captain and the quartermaster.
IX. The member who sees a sail first gets first pick of the loot
aboard her.



Large monstrosity (minotaur), chaotic evil
Armor Class 15 (breastplate)
Hit Points 133 (14d10 + 56)
Speed 30 ft., swim 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
15 (+2)
Skills Perception +6
Damage Immunities fire
Senses passive Perception 17
Languages Abyssal, Common
Challenge 6 (1,100 XP)
Charge. If Ranbur moves at least 10 feet straight toward a target
and then hits it with a gore attack on the same turn, the target
takes an extra 9 (2d8) piercing damage. If the target is a creature,
it must succeed on a DC 15 Strength saving throw or be pushed
up to 10 feet away and knocked prone.
Hold Breath. Ranbur can hold his breath for 15 minutes.
Perfect Sense of Direction. Ranbur can perfectly recall any path it
has traveled and always knows which way is north.
Reckless. At the start of its turn, Ranbur can gain advantage on all
melee weapon attack rolls it makes during that turn, but attack
rolls against it have advantage until the start of its next turn.
Sea Legs. Ranbur has advantage on ability checks and saving
throws to resist being knocked prone.
Special Equipment. Ranbur wears an Amulet of the Sea Lion
(accounted for in its statistics).
Actions
Blazing Chain. Melee Weapon Attack: +7 to hit, reach 15 ft., one

target. Hit: 9 (2d4 + 4) bludgeoning damage plus 7 (2d6) fire
damage.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
Bellow (1/Day). Ranbur lets out a bellowing roar. Each creature of
Ranbur’s choice within 30 feet of Ranbur that can hear him must
succeed on a DC 13 Wisdom saving throw or be frightened until
the end of Ranbur’s next turn.
Legendary Actions
Ranbur can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. Ranbur regains spent
legendary actions at the start of its turn.
Burning Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 5 (2d4) fire damage.
Incite Rage. Ranbur shouts to an allied creature within 60 feet of
him that can hear him. Once until the start of Ranbur’s next turn,
the creature can roll a d6 and add the number rolled to one attack
roll it makes.
Knock Over. Melee Weapon Attack: +7 to hit, reach 5 f., one
target. Hit: the target must succeed in a DC 15 Strength saving
throw or be knocked prone.
9


Medium humanoid (any race), any alignment
Large giant, chaotic evil
Armor Class 12 (leather)
Hit Points 30 (4d8 + 12)
Speed 30 ft.
Armor Class 15 (half plate)
Hit Points 85 (9d10 + 36)
Speed 40 ft.
STR
14 (+2)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
8 (-2)
WIS
10 (+0)
CHA
5 (-3)
Senses passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Challenge 4 (1,100 XP)
Sea Legs. The buccaneer has advantage on ability checks and
Sea Legs. Yuegark has advantage on ability checks and saving
saving throws to resist being knocked prone.
throws to resist being knocked prone.
Actions
Actions
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Cannon Smash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
6 (1d8 + 2) piercing damage.
target. Hit: 15 (3d6 + 5) bludgeoning damage.
Hurl Firebomb (1/Day). Ranged Weapon Attack: +3 to hit, reach
Cannon Blast (Recharge 4–6). Ranged Weapon Attack: +2 to hit,
30/60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a
flammable object that isn't being worn or carried, it also catches
fire.
range 200/600 ft., one target. Hit: 33 (6d10) bludgeoning
damage.
Brazen Bull Code
I. No prey, no pay.
II. The captain gets two shares, every other officer one-and-ahalf. Other members of the crew get one share.
III. No common fund shall be held.
IV. If a member wrongs another, they may settle their affairs
with a duel. Dueling may only be conducted until first blood is
drawn. The quartermaster will supervise all duels.
V. If a crew member tries to hide a piece of loot, they will be
tied to the mast from dusk till dawn. Others may deal with the
member as they see fit.
VI. When at port, no member shall reveal the plans of the
Bulls, admit to being a member or reveal the identity of
another member. Anyone who does so will be killed on the
spot.

Large giant, chaotic evil
Armor Class 10 (padded armor)
Hit Points 68 (8d10 + 24)
Speed 40 ft.
STR
19 (+4)
DEX
9 (-1)
CON
16 (+3)
INT
6 (-3)
WIS
8 (-1)
CHA
7 (-2)
Senses darkvision 60 ft., passive Perception 9
Languages Common, Giant
Challenge 3 (1,100 XP)
Sea Legs. The ogre has advantage on ability checks and saving
throws to resist being knocked prone.
Actions
Anchor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 4) bashing damage.
Brazen Bull Special Loot
Ranbur and Yuegark carry the following magic items.
Yuegark has a Bag of Holding filled with useless items.
Ranbur’s Amulet of the Sea Lion
Wondrous item, uncommon (requires attunement)
While wearing this amulet, you can hold your breath for 15
minutes and gain a swim speed of 30 feet.
10



Medium humanoid (human), chaotic neutral
Armor Class 13 (16 with mage armor)
Hit Points 93 (17d8 + 17)
Speed 30 ft.
STR
12 (+1)
DEX
17 (+3)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws Int +8, Wis +5
Skills Arcana +11, History +8, Insight +5, Perception +5, Sleight of
Hand +6
Senses passive Perception 15
Languages Aquan, Common
Challenge 7 (1,800 XP)
Sea Legs. Harek has advantage on ability checks and
saving throws to resist being knocked prone.
Special Equipment. Harek wields a Trident of Fish Command
(accounted for in his statistics).
Spellcasting. Harek is a 10th-level spellcaster. His spellcasting
ability is Intelligence (spell save DC 16, +8 to hit with spell
attacks). Harek has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): alter self, locate object, misty step
3rd level (3 slots): fly, lightning bolt, sending
4th level (3 slots): confusion, control water, dimension door
5th level (2 slots): arcane hand, legend lore
Actions
Trident of Fish Command. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1)
piercing damage, or 5 (1d8 + 1) piercing damage if used with two
hands to make a melee attack.
Dominate Sea Beast (3/Day). Harek uses his Trident of Fish
Command to cast Dominate Beast (save DC 15) from it on a beast
that has an innate swimming speed.
11

Storm Surger Code
Medium monstrosity (shapechanger), neutral
Armor Class 15
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR
14 (+2)
DEX
20 (+5)
CON
13 (+1)
INT
16 (+3)
WIS
17 (+3)
CHA
18 (+4)
Skills Deception +7, Insight +6, Perception +6, Persuasion +7,
Sleight of Hand +8
Damage Vulnerabilities acid, fire
Condition Immunities charmed
Senses darkvision 60ft., passive Perception 16
Languages Common
Challenge 5 (1,800 XP)
Shapechanger. Redring can use its action to polymorph into a
Small or Medium humanoid it has seen, or back into its true form.
Its statistics, other than its size, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It reverts to
its true form if it dies.
Ambusher. In the first round of a combat, Redring has advantage
on attack rolls against any creature it has surprised.
Regeneration. Redring regains 1d6 hit points every 10 minutes. If
Redring takes acid or fire damage, this trait doesn't function for 1
hour. Redring dies only if it starts its turn with 0 hit points and
doesn't regenerate.
Sea Legs. Redring has advantage on ability checks and saving
throws to resist being knocked prone.
Special Equipment. Redring wears a Ring of Trollish Regeneration
(accounted for in its statistics).
Addendum: Redring’s Code of Conduct
Surprise Attack. If Redring surprises a creature and hits it with an
I. Redring will always have its ring visible, regardless of form,
everywhere it goes. If it fails to do so, it will be marooned.
II. Redring may not take the appearance of any crew member.
If it does, it will be tied to the mast for three days.
III. If Redring attempts to frame a crew member for a crime by
taking the member’s form or takes the form of a captain,
quartermaster or the admiral, it will be keelhauled until dead.
IV. Redring gets no shares from loot.
attack during the first round of combat, the target takes an extra
10 (3d6) damage from the attack.
Actions
Multiattack. Redring makes a ranged attack with its pistol and two
melee attacks with its scimitar.
Pistol. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one
target. Hit: 10 (1d10 + 5) piercing damage.
Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage.
Read Thoughts. Redring magically reads the surface thoughts of
one creature within 60 ft. of it. The effect can penetrate barriers,
but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin
sheet of lead blocks it. While the target is in range, Redring can
continue reading its thoughts, as long as Redring 's concentration
isn't broken (as if concentrating on a spell). While reading the
target's mind, Redring has advantage on Wisdom (Insight) and
Charisma (Deception, Intimidation, and Persuasion) checks against
the target.
12
I. Crew members are divided by seniority and special talents.
First tier members get two shares from every loot, captains,
quartermasters and the admiral get three. Second tier
members get one share. Five shares are put into the common
fund for every ship that participated in the engagement.
II. The admiral may forfeit his shares to gain any magic items
found. If a magic item is found, but a crew member knowingly
does not reveal it to the quartermaster, that member will be
dunked for as many times as the admiral sees fit.
III. If any member attempts keep any secrets from the crew
that could harm them as a whole, the member shall be
marooned with one pouch of powder, one bottle of water, one
pistol, and one shot.
IV. No duels, gambling or outsiders on board.
V. If a member starts a fight while at sea, that member will be
flogged 40 times.
VI. If a member snaps his pistol or otherwise plays with fire
while in the hold, they shall be tied to the mast for a full day.
VII. Members shall keep their weapons clean and fit for an
engagement. If one would neglect this duty, they shall be cut
off from their share. If their negligence causes problems for
the rest, they shall suffer such other punishment as the
captain and the crew shall think fit.
VIII. If any man shall lose the function of a limb in an
engagement, they shall have 400 gold pieces. If they lose a
finger or an eye, they shall have 200 gold pieces. If rendered
unfit to sail, they shall receive 800 gold pieces.

Storm Surger Special Loot
Medium humanoid (any race), any alignment
Harek Kayden and Redring carry the following magic items.
Redring’s Ring of Trollish Regeneration
Ring, rare (requires attunement)
While wearing this ring with a noticeably large red ruby, you
regain 1d6 hit points every 10 minutes, provided you have at
least 1 hit point. If you take acid or fire damage, this trait
doesn’t function for 1 hour. You also have vulnerability to acid
and fire damage.
Curse. This ring is cursed, a fact that is revealed only
when an identify spell is cast on the ring or you attune to it.
Attuning to the ring curses you until you are targeted by the
remove curse spell or similar magic; you may not remove the
ring until the curse is dispelled.
Armor Class 14 (chain shirt)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)
Sea Legs. The privateer has advantage on ability checks and
saving throws to resist being knocked prone.
Actions
Redring also wears a pair of Goggles of Night.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Harek wields a Trident of Fish Command. His quarters also
contain several magic items (roll table below 1d4 + 1 times)
and 1d4 +3 spell scrolls (1st level), 1d4 spell scrolls (2nd
level) and 1d4 spell scrolls (3rd level).
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing
damage if used with two hands.
Reactions
Parry. The privateer adds 2 to its AC against one melee attack that
would hit it. To do so, the privateer must see the attacker and be
wielding a melee weapon.
Harek’s Quarters Loot
d20
Item
1
Potion of necrotic resistance

2
Potion of growth
Medium humanoid (any race), any alignment
3
Potion of clairvoyance
4
Candle of the deep (XGE)
5
Pot of awakening (XGE)
6
Mystery key (XGE)
7
Talking doll (XGE)
Armor Class 11 (14 with mage armor)
Hit Points 27 (6d8)
Speed 30 ft.
STR
9 (-1)
DEX
13 (+1)
CON
11 (+0)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
8
Cloak of many fashions (XGE)
10
Bead of refreshment (XGE)
11
Charlatan’s die (XGE)
12
Enduring spellbook (XGE)
13
Sendings stones
14
Wind fan
Sea Legs. The mage has advantage on ability checks and saving
15
Wand of secrets
throws to resist being knocked prone.
16
Rope of climbing
17
Deck of illusions
18
Chime of opening (used 1d8 times)
19
Alchemy jug
20
Carpet of flying
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6, Perception +4,
Senses passive Perception 14
Languages Common
Challenge 3 (700 XP)
Spellcasting. The mage is a 5th-level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 14, +6 to hit with spell
attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): disguise self, mage armor, magic missile, shield
2nd level (3 slots): gust of wind, misty step
3rd level (2 slots): lightning bolt, sending, water breathing
Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.

13




Medium monstrosity, lawful evil


STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 17 (+3) 15 (+2) 14 (+2) 18 (+4)

Skills Intimidation +7, Insight +5, Perception +5, Stealth +7
Senses
 passive Perception 15
Languages Common
Challenge
 8 (3,900 XP)
Petrifying
 Gaze. When a creature that can see Saghipe’s eyes starts
its turn within 30 ft. of her, Saghipe can force it to make a DC 14
Constitution
 saving throw if she isn't incapacitated and can see the
creature. If the saving throw fails by 5 or more, the creature is
instantly
 petrified. Otherwise, a creature that fails the save begins
to turn to stone and is restrained. The restrained creature must
Armor Class 16 (natural armor)
Hit Points 127 (17d8 + 54)
Speed 30 ft.
repeat the saving throw at the end of its next turn, becoming
petrified on a failure or ending the effect on a success. The
petrification lasts until the creature is freed by the greater
restoration spell or other magic. Unless surprised, a creature can
avert its eyes to avoid the saving throw at the start of its turn. If
the creature does so, it can't see Saghipe until the start of its next
turn, when it can avert its eyes again. If the creature looks at
Saghipe in the meantime, it must immediately make the save. If
Saghipe sees herself reflected on a polished surface within 30 ft.
of herself and in an area of bright light, she is, due to her curse,
affected by her own gaze.


Sea Legs. Saghipe has advantage on ability checks and saving
throws to resist being knocked prone.
Special Equipment. Saghipe carries several potions of greater
healing and wields a +2 Alabaster Pistol (accounted for in her
statistics).
Actions
Multiattack. Saghipe makes either three melee attacks — one with
her snake hair and two with her rapier — or one ranged attack with
her pistol and one melee attack.
Snake Hair. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 6 (1d4 + 4) piercing damage plus 14 (4d6) poison
damage.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.






Saghipe’s +2 Alabaster Pistol. Ranged Weapon Attack: +9 to hit,
range 30/90 ft., one target. Hit: 11 (1d10 + 6) piercing damage.
Legendary Actions
Saghipe can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. Saghipe regains spent
legendary actions at the start of its turn.
Stab. Saghipe makes a rapier attack.
Terrify. Saghipe verbally intimidates a creature within 60 feet that
can hear her. That target must succeed in a DC 14 Wisdom saving
throw or be frightened until the end of its next turn.
Quaff Potion (3/Day). Saghipe drinks one of her potions of greater
healing and regains 14 (4d4 + 4) hit points.
14
14


Medium humanoid (any race), any alignment
Medium humanoid (human), lawful evil
Armor Class 14 (leather)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
Armor Class 15
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
12 (+1)
DEX
17 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
8 (-1)
Skills Athletics +5, Acrobatics +5, Stealth +5
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)
Skills Athletics +6, Perception +6, Survival +6
Senses passive Perception 16
Languages Common
Challenge 6 (2,300 XP)
Assassinate. During its first turn, the cutthroat has advantage on
Legendary Resistance (3/Day). If Grond fails a saving throw, he can
attack rolls against any creature that hasn't taken a turn. Any hit it
scores against a surprised creature is a critical hit.
choose to succeed instead.
Sea Legs. The cutthroat has advantage on ability checks and saving
Sea Legs. Grond has advantage on ability checks and saving throws
throws to resist being knocked prone.
Lucky Dodger. Grond adds 3 to his AC.
to resist being knocked prone.
Actions
Special Equipment. Grond wields a Mace of Tempest (accounted
Multiattack. The cutthroat makes two attacks with its dagger.
for in his statistics).
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Actions
Hit: 5 (1d4 + 3) piercing damage.
Multiattack. Grond makes two melee attacks.
Inject Toxin (1/Day). Melee Attack: +5 to hit, reach 5 ft., one
Grond’s Mace of Tempest. Melee Weapon Attack: +7 to hit, reach
target. Hit: 5 (1d4 + 3) piercing damage, and the creature must
succeed on a DC 12 Constitution saving throw or be paralyzed
until the end of its next turn.
5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 7
(2d6) lightning damage.
Reactions
Lucky Rub. Whenever an allied creature within 5 feet of Grond
misses with a melee attack, Grond’s aura of luck allows that
creature to reroll the attack roll with disadvantage.
Stonecold Special Loot
Saghipe and her quartermaster carry the following magic items.
Saghipe’s Alabaster Pistol
Rare pistol +2
You have a +2 bonus to attack and damage rolls made with this
beautifully crafted white pistol.
Saghipe also carries 1d4 potions of greater healing.
Grond’s Mace of Tempest
Rare mace +1 (requires attunement)
You have a +1 bonus to attack and damage rolls made with
blue steel mace, the head of which is an engraved head of a
blue dragon inlayed with copper. The mace deals an extra 2d6
lightning damage to any target it hits.
15

Stonecold Code
Medium humanoid (any race), any alignment
Armor Class 13 (leather)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Senses passive Perception 11
Languages Common
Challenge 1 (200 XP)
Sea Legs. The corsair has advantage on ability checks and saving
throws to resist being knocked prone.
Actions
Multiattack. The corsair makes two attacks: one with its scimitar
and one with its handaxe.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

16
I. No disobedience allowed when at sea. Every meeting of the
crew must be made feet on the sand.
II. The officers get one and half shares, every member of the
crew gets one share. Six shares are put into the common fund.
Captain gets first pick from the loot, followed by the
quartermaster and then the crew member who was the most
instrumental in the obtaining of the loot, picked by the
quartermaster.
III. Those who steal from the crew will be thrown overboard or
will have their heads turned to stone cannonballs.
IV. Those who duel at sea will dance at the deck.
V. Those who play with gunpowder or fire in any form while in
the hold will be tied to the mast for one day.
VI. All crew members will always keep their arms clean and fit
for engagement. Fines are given to those who fail to do so, the
amount of which is determined by the quartermaster.
VII. This crew takes no marooned sailors.
VIII. Smuggling a civilian on board will lead to both the civilian
and the smuggler being thrown overboard.
IX. If a member loses a limb or an eye in combat, they shall
receive 200 gold pieces from the common fund. If rendered
debilitated and unable to serve at sea, they shall receive 1000
gold pieces.
X. Anyone who brings a mirror on board or polishes any
surface so that it reflects light will be turned into stone.

Pirate Loot (25gp)
Pirate Loot (50gp)
d12
Item
1
An ornamental sextant
2
A marble dragon chess set with bronze pieces
3
A tiny jade figurine of a monkey
4
A beautifully decorated story book with a
hundred short stories and poems
5
A finely crafted lute
6
Poisoner’s kit
7
Tinker’s tools
d20
Item
1
Ivory flute
2
Exquisite calligrapher’s set in an ornamental
wooden box
3
Hourglass
4
Annals of local history
5
Codex of holy texts
6
Massive, meandering novel about an
adventuring party that makes a long, but
ultimately pointless journey
7
Jeweler’s tools
d10
Item
8
Three-Dragon Ante set in an ornamental jewel
inlayed wooden box
1
Decorative exotic saddle
2
Magnifying glass
10
Dulcimer
3
Crown carved from ebony
11
Well-crafted thieves’ tools
4
12
5-yard pack of damask fabric
Ornamental red demon mask made of wood,
inlayed with silver decorations
13
Miniature warship
5
Winter wolf pelt
14
Fist-sized wooden orb with an ornate brass
and bone accent depicting horses and riders
6
White tiger pelt
7
15
Mace with a decorative head that depicts the
face of a screaming medusa
Statuette of a palm tree made from brass and
silver.
8
Arrow made from platinum
16
Preserved claw of a hezrou in a jar
10
17
Small mirror with an ornamental brass frame
Marble statue of a forgotten god the size of a
fully-grown dwarf
18
Large decorative map of the region
19
Beautifully crafted carpet
20
Luxurious bottle of wine
8
A finely crafted lyre
10
A silk toga
11
A 10-pound sealed box of royal purple dye
12
A solid 1-pound ingot of gold
Pirate Loot (100gp)
Pirate Loot (250gp)
d8
Item
1
Painting of a beautiful person
2
Scimitar covered in ornamental gold plating
3
Tapestry showing a battle between a storm
giant and a kraken
4
Scimitar with inlayed gems in the blade
5
A golden scepter with inlayed bloodstones
6
Embroidered tiger fur mantle
7
Obsidian gargoyle statuette
8
Small platinum statuette of a sparrow with
jasper eyes

17


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Open Game License v 1.0. Copyright 2000, Wizards of the Coast,
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System Reference Document 5.1. Copyright 2016, Wizards of
the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
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Pirates & Buccaneers. Copyright 2020; Author Kari Hoffren
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