Jinnborn Pirate, Air

Medium humanoid, any Non-Lawful Alignment

Armor Class 14 (Flamboyant Defense)
Hit Points 26 (4d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

Skills Acrobatics +4, Athletics +3, Survival +3
Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 11
Languages Common, Auran
Challenge 1/2 (100 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Elemental Weapons. The jinnborn’s weapon attacks are imbued with its elemental power. When the jinnborn hits with any weapon, the weapon deals an extra 1d6 lightning damage (included in the attack).
  • Flamboyant Defense. While the jinnborn pirate is wearing no armor and wielding no shield, its AC includes its Charisma modifier.
  • Knows the Ropes. The jinnborn pirate has proficiency with airships, sandships, or waterborne ships (the jinnborn’s choice). It adds its proficiency bonus to any check it makes to control the chosen type of ship, and it adds its proficiency bonus to any saving throws made while on the chosen type of vehicle.

ACTIONS

  • Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) lightning damage.
  • Shortbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) lightning damage.

REACTIONS

  • Parry. The jinnborn pirate adds 2 to its AC against one melee attack that would hit it. To do so, the jinnborn must see the attacker and be wielding a melee weapon.

ABOUT

Swinging across on a rope to land on the enemy’s deck, this stocky, blue-skinned humanoid brandishes a rapier with great panache. The jinnborn are a race of wanderers found in the warm lands of the south. Descended from powerful elemental creatures called jinn, they claim to be the first mortals to have walked the world.

Calling themselves the “people of the path,” they roam the desert lands, following the traditional routes set down by their elders. The jinnborn descend from varied elemental lineages, leading to air, earth, fire, and water jinnborn.

Life of Piracy. Many jinnborn find piracy and banditry match their nomadic lifestyle, allowing them to conduct lucrative raids on the ships and caravans they encounter while traveling their ancestral paths. Jinnborn that leave their people and paths find that life aboard a ship is familiar yet free from the traditions of their people. Those jinnborn who become pirates tend to be brash and flashy mavericks.

Sailors of All Ships. Earth and fire jinnborn tribes commonly use sandships to raid desert caravans, while air jinnborn prefer airships powered by bound elementals or djinn. Water jinnborn are happy to sail on more traditional waterborne galleys, cogs, and caravels.

Variants

The mystical paths followed by the jinnborn tie them to one of the four elements: air, earth, fire, or water. To make a jinnborn pirate, use the statistics presented here, except as described below.

Damage Resistances. The jinnborn has resistance to acid (earth jinnborn), cold (water jinnborn), fire (fire jinnborn), or lightning (air jinnborn) damage.

Elemental Weapons. The jinnborn’s weapon attacks are imbued with its elemental power. When the jinnborn hits with any weapon, the weapon deals an extra 1d6 acid (earth jinnborn), cold (water jinnborn), fire (fire jinnborn), or lightning (air jinnborn) damage.

Languages. The jinnborn knows Common and Aquan (water jinnborn), Auran (air jinnborn), Ignan (fire jinnborn), or Terran (earth jinnborn).

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

This is not the complete license attribution - see the full license for this page