Jinnborn Air Pirate
Medium Humanoid non-lawful
- Armor Class: 14 (Flamboyant Defense)
- Hit Points: 26 (4d8+8)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: Tome of Beasts 3, page 246
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 13 (+1) |
15 (+2) |
14 (+2) |
10 (+0) |
12 (+1) |
14 (+2) |
- Skills: perception +1
- Damage Resistances: lightning
- Senses: darkvision 60', passive Perception 11
- Languages: Common, Auran
Special Abilities
- Elemental Weapons: Its weapon attacks are imbued with its elemental power. When the jinnborn hits with any weapon the weapon deals an extra 1d6 lightning (included in the attack).
- Flamboyant Defense: While it is wearing no armor and wielding no shield its AC includes its Cha modifier.
- Knows the Ropes: 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 saves made while on the chosen type of vehicle.
Actions
- Rapier: Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) piercing damage + 3 (1d6) lightning.
- Shortbow: Ranged Weapon Attack: +4 to hit 80/320' one target 5 (1d6+2) piercing damage + 3 (1d6) lightning.
Reactions
- Parry: + 2 to its AC vs. one melee attack that would hit it if it can see attacker and wielding melee weapon.
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