Skeleton, Pirate

Family: Skeletons

Medium undead, lawful evil

Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 30 ft.

14 (+2) 14 (+2) 13 (+1) 8 (-1) 10 (+0) 8 (-1)

Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1/4 (50 XP)

Special Traits

  • Undead Fortitude. If damage reduces the skeleton to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skeleton drops to 1 hit point instead.


  • Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
  • Light Pistol. Ranged Weapon Attack: +4 to hit, range 50/200 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Pirate skeletons are cursed to serve under their captain’s orders for eternity. These skeletons are singular in their purpose of keeping trespassers away from their captain’s lair. Pirate skeletons are easily distracted and prone to arguing loudly while on guard or patrol duty.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.