Wormwood Pirates (14) CR 1/2
XP 200 each
Male or female warrior 3
Init +3; Senses Perception +1
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 each (2d10)
Fort +3, Ref +2, Will –1
Speed 30 feet
Melee cutlass* +4 (1d6+1/18–20) or
dagger +4 (1d4+1/19–20) or
sap +4 (1d6+1 nonlethal)
Ranged dagger +5 (1d4+1/19–20) or throwing axe +5 (1d6+1)
During Combat Wormwood pirates fight according to their
loyalties. They always look out for themselves first, but aid
those they are helpful to next.
Morale A Wormwood pirate withdraws from combat when
reduced to 6 hit points or fewer, and flees when reduced
to 3 hit points or fewer.
Str 13, Dex 14, Con 11, Int 10, Wis 9, Cha 8
Base Atk +3; CMB +4; CMD 15
Feats Athletic, Skill Focus (Profession [sailor])
Skills Climb +8, Intimidate +5, Perception +2, Profession (sailor) +7, Stealth +4, Swim +8
Other Gear throwing axe, cutlass*, dagger, sap, basic pirate clothes*, personal effects such as cheap earrings, leather belt, lucky rabbit’s foot, hat with a parrot feather plume, etc.
- See Pirates of the Inner Sea.