Pirate Port Defenders

Large troop of Medium humanoids, neutral evil

Armor Class 18 (breastplate and shield)
Hit Points 119 (14d8+56)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Strength+6
Condition Immunities charmed, frightened, grappled, paralyzed, prone, restrained, stunned; Senses passive Perception 11
Languages Common
Challenge 7 (2,900 XP)

Special Traits

  • Shield Wall. At the end of its turn, the defenders select a direction. They gain full cover from all spells and effects from that direction until their next turn.
  • Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for a Medium humanoid.

Actions

  • The Best Defense. Melee Weapon Attack: +6 to hit, 5 ft. reach, targets. Hit: 21 (4d8 + 3) bludgeoning damage. All targets in reach take 1d3 attacks. Any target hit at least once must make a DC 14 Dexterity saving throw or be restrained by a net.
Section 15: Copyright Notice

Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.

This is not the complete section 15 entry - see the full license for this page