Pirate🔗
Sailors who make a living by raiding coastal settlements, robbing other ships, and illegal slaving. Typically ply the open seas. Renowned for their ruthless and evil ways.
Armor Class | 7 [12] or 5 [14] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Chaotic |
XP | 10 |
Number Appearing | 0 (see below) |
Treasure Type | A |
- Ships and crew: Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 × 10 pirates each); Coastal waters: 1d6 small galleys (1d3+1 × 10 pirates each); Any: 1d4 longships (1d3+2 × 10 pirates each); Ocean: 1d3 small warships (1d5+3 × 10 pirates each). (See Water Vessels for details on ships.)
- Arms: 50% of the group have: leather armor, and sword; 35% have: leather armor, sword, and crossbow; 15% have: chainmail and sword.
- Leaders: For every 30 pirates, there is a 4th-level fighter. For every 50 pirates and for each ship, there is a 5th-level fighter. For every 100 pirates and per fleet, there is an 8th-level fighter.
- Fleet commander: Fleets of 300 or more pirates are led by a pirate lord (11th-level fighter). 75% chance of a magic-user (level 1d2+8).
- Treacherous: Will attack other pirates, if they can profit from it.
- Prisoners: 25% chance of 1d3 prisoners to be ransomed.
- Treasure: Divided between vessels. Instead of carrying it with them, they may have a map of where it is buried.
- Havens: Lawless, fortified, coastal towns may act as a haven for pirates.