Astral Sea Pirate
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
- Shoot.
(Range 12) 1d4 (follows minion rules).
- •Heavy Pistol (2x).
(Range 12) 1d4+2.
- •Grafted Blade.3d4+2.
Vulnerable to the damage type of Heavy Pistol.
- •Heavy Pistol (2x).
(Range 12) 1d4+2 Electric, Knockback 1.
- •Grafted Blade.3d4+2.
Vulnerable to the damage type of Heavy Pistol.
- •Heavy Pistol (2x).
(Range 12) 1d4+2 Thunder, Dazed.
- •Grafted Blade.3d4+2.
Vulnerable to the damage type of Heavy Pistol.
- •Heavy Pistol (2x).
(Range 12) 1d4+2 Cold, Slowed.
- •Grafted Blade.3d4+2.
Vulnerable to the damage type of Heavy Pistol.
- •Heavy Pistol (2x).
(Range 12) 2d4+2 Fire.
- •Grafted Blade.3d4+2.
Vulnerable to Fire. When it takes Radiant damage, it also takes +5 Fire damage (ignoring Armor).
- •Heavy Pistol (3x).1d4+2.
(Range 12) 1d4+2.
- •Homing Missile (2x).
(Range 6) 3d4, any die is Primary.
- •Sacrifice Strike.
(HP <6) Fly 8, then Explode. (Reach 3, AoE) DC12 DEX save or 3d4+10 Thunder. The Aerotrooper also takes this damage.
Can replace Move 6 with Jump 8.
Replace Medium armor with 20 HP Shielding that recovers 5 HP at the beginning of each Turn it starts undamaged from the previous.
- •Grafted Rifle.
(Range 12) 4d4+10.
- •Grafted Blade (2x).3d4+2.
- •EMP Grenade.
(Range 8, 2x2 Area) 3d4 Lightning. On Damage: Shuts down the regen of their Shields* for one extra Round.
*Shields. An armor feature that is part of my future Astral Space setting that I may eventually get to. Ignore this if using base Nimble.
When a Phlogiston Shot is Defended and causes 0 damage, the attack rebounds against the Berserker.
The Berserker can Grapple one Astral Sea Pirate for free each Turn.
- •Claw Strike (2x).2d4+5.
On Damage: Grappled.
- •Grab n Throw.
(Range 4, 2x2 Area) Toss Grappled Creatures into the area. DC13 DEX save or 1d4+10 per Creature thrown. The tossed Creature also takes this damage.
- •Phlogiston Shot.
(Range 6) 1d4+20 Radiant.
Vulnerable to Thunder. Whenever it is hit by damage types other than Thunder or mundane, it gains Energized.
This is a stackable condition up to a max of 3 times. It is used for Plasma Cannon.
- •Grafted Blade (2x).3d4+5
- •Wave Generator.
(Reach 4, AoE) DC13 STR save or 2d4+20 Thunder, half on save. On Damage: Knockback 2.
- •Plasma Cannon.
(Energized 3, Range 8) d44 Fire.
When a Phlogiston Shot is Defended and causes 0 damage, the attack rebounds against the Berserker.
- •Claw Slash (2x).3d4+5
- •Phlogiston Spray.
(Cone 3) DC13 DEX save or 3d4+10 Radiant, half on save. On Damage: Poisoned.
- •Phlogiston Shot (2x).
(Range 6) 1d4+10 Radiant.
Does not die at 0 HP. Only a crit while at 0 HP can kill it.
- •Reinforced Claws (2x).3d4+6
- •Wave Generator.
(Reach 4, AoE) DC13 STR save or 2d4+20 Thunder, half on save. On Damage: Knockback 2.
- •Plasma Launcher (2x).
(Range 6) 1d4+10 Fire.
Starts Combat with two Astral Pirate Militia minions/Hero (size: d4, Range 12).
- •Warp.
Teleport 12.
- •Phlogiston Slash.
Move 6, then 6d4+5 Radiant, Knockback 2.
- •Phlogiston Beam.
Teleport 6, then (Line 6) DC16 DEX save or 1d4+20 Radiant.
- •Summon Commandos (1 use).
Summon 1 Astral Pirate Commando per Hero.
Reinforcements! Summon 2/Hero Astral Pirate Militia minions and Summon Commandos recharges.
The Commander is dying! 120 more damage and it dies. Summon 4/Hero Astral Pirate Militia minions and Summon Commandos recharges.
Summoning Minions and Leveled Monsters during a Legendary monster battle: All summons take their turns at the end of initiative. (ex. Hero 1, Commander, Hero1, Commander, Hero 3, Commander, Hero 4, Commander, Summons)