Red Barchetta Crewman
Medium Any Humanoid Race, Sailor, Any Good
Armor Class 12 (studded leather)
Hit Points 32 (5d10+5)
Speed:
30 ft
Senses passive Perception 10
Languages Common, (racial language)
Challenge Rating 1/2 (100 XP)
Description
A generic template for crew of the Red Barchetta. Optional racial traits are below to add flavor to specific crewmen. Likewise, alternate melee and ranged weapons options are included, but a single crewman will only have 1 of each.
Warforged. A warforged crewman gains a +1 bonus to AC.
Dwarf. A dwarf crewman has a base speed of 25 feet and darkvision.
Halfling. A halfling crewman has a based speed of 25 feet and the Lucky trait (can reroll a 1 on a d20 attack, ability check, or save, must take reroll).
Tabaxi. A tabaxi crewman has the Feline Agility trait (can move double speed during combat, but not again until moving 0 ft).
Aarakocra. An aarakocra crewman has a fly speed equal to their movement.
Half-Orc. A half-orc crewman darkvision and the Savage Attacks trait (roll additional damage die on crit or tripple damage - DM choice).
Pack Tactics. A crewman has advantage on an attack roll against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The crewman makes two melee attacks.
Melee attack. The crewman makes a melee attack with one of the below weapons.
Mace. Melee Weapon Attack. +4 to hit; reach 5ft., one creature. Hit: 5 (1d6+2) bludgeoning damage.
Scimitar. Melee Weapon Attack. +4 to hit; reach 5ft., one creature. Hit: 5 (1d6+2) slashing damage.
Morningstar. Melee Weapon Attack. +4 to hit; reach 5ft., one creature. Hit: 7 (1d8+2) piercing damage.
Ranged attack. The crewman makes a melee attack with one of the below weapons.
Light crossbow. Ranged Weapon Attack. +2 to hit; range 80/320ft., one target. Hit: 5 (1d8) piercing damage.
Cap and ball revolver. Ranged Weapon Attack. +2 to hit; range 80/320ft., one target. Hit: 5 (1d10) piercing damage.