5e SRD >Gamemastering >Monsters & Foes >NPCs >

Corsair

Medium humanoid (any race), any alignment

Armor Class 15 (studded leather)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Strength +4, Dexterity +5, Wisdom +4
Skills Athletics +4, Acrobatics +5, Deception +3
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 2 (450 XP)

Special Traits

  • Fortune’s Favor. When a corsair hits a target and deals damage, it can choose to roll a d6 and add the result to the damage. If the result is a 1, the corsair’s attack instead deals 0 damage.

Actions

  • Multiattack. The corsair makes two attacks.
  • Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • Dirk (dagger). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

  • Slip Blow. When hit by a melee attack, the corsair can roll a d6 and reduce the damage dealt by the result. Additionally, the corsair can choose to immediately move 5 feet without provoking opportunity attacks.

About

Corsairs are bold risk-takers who combine luck and skill to defeat their opponents. They adapt to their opponents, swiftly moving and flowing like the wind itself.

Section 15: Copyright Notice

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