Astral Sea Pirate

Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Lvl 1/4 small astral sea pirate - Ranged
  • Shoot.

    (Range 12) 1d4 (follows minion rules).

remixed from Astral Pirate Grunt
Lvl 1/2 astral sea pirate - Ranged
12
  • Heavy Pistol.

    (Range 12) 1d4+1.

Lvl 1 astral sea pirate - Ranged
22
Choose one.
  • Heavy Pistol (2x).

    (Range 12) 1d4+2.

  • Grafted Blade..
remixed from Astral Pirate Grunt
Lvl 2 astral sea pirate - Ranged
M33
Reverse Engineering.

Vulnerable to the damage type of Heavy Pistol.

Choose one.
  • Heavy Pistol (2x).

    (Range 12) 1d4+2 Electric, Knockback 1.

  • Grafted Blade..
Lvl 2 astral sea pirate - Ranged
M33
Reverse Engineering.

Vulnerable to the damage type of Heavy Pistol.

Choose one.
  • Heavy Pistol (2x).

    (Range 12) 1d4+2 Thunder, Dazed.

  • Grafted Blade..
Lvl 2 astral sea pirate - Ranged
M33
Reverse Engineering.

Vulnerable to the damage type of Heavy Pistol.

Choose one.
  • Heavy Pistol (2x).

    (Range 12) 1d4+2 Cold, Slowed.

  • Grafted Blade..
Lvl 2 astral sea pirate - Ranged
M33
Reverse Engineering.

Vulnerable to the damage type of Heavy Pistol.

Choose one.
  • Heavy Pistol (2x).

    (Range 12) 2d4+2 Fire.

  • Grafted Blade..
remixed from Astral Pirate
Lvl 3 astral sea pirate - Ranged
M835
Experimental Jetpack.

Vulnerable to Fire. When it takes Radiant damage, it also takes +5 Fire damage (ignoring Armor).

Choose one.
  • Heavy Pistol (3x)..

    (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.

remixed from Astral Pirate
Lvl 4 astral sea pirate - Ranged
M35
Boost Jump.

Can replace Move 6 with Jump 8.

Shields*.

Replace Medium armor with 20 HP Shielding that recovers 5 HP at the beginning of each Turn it starts undamaged from the previous.

Choose one.
  • Grafted Rifle.

    (Range 12) 4d4+10.

  • Grafted Blade (2x)..
  • 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.

remixed from Astral Pirate
Lvl 5 large astral sea pirate - Melee
M45
Rebounding Damage.

When a Phlogiston Shot is Defended and causes 0 damage, the attack rebounds against the Berserker.

Indiscriminate Tosser.

The Berserker can Grapple one Astral Sea Pirate for free each Turn.

Choose one.
  • Claw Strike (2x)..

    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.

remixed from Astral Pirate Elite
Lvl 7 large astral sea pirate - Melee
H35
Energy Siphon System.

Vulnerable to Thunder. Whenever it is hit by damage types other than Thunder or mundane, it gains Energized.

Energized.

This is a stackable condition up to a max of 3 times. It is used for Plasma Cannon.

Choose one.
  • Grafted Blade (2x).
  • 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.

remixed from Astral Pirate
Lvl 8 huge astral sea pirate - Melee
H50
Rebounding Shot.

When a Phlogiston Shot is Defended and causes 0 damage, the attack rebounds against the Berserker.

Choose one.
  • Claw Slash (2x).
  • 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.

Lvl 9 large astral sea pirate - Melee
H45
Phlogiston Regenerator.

Does not die at 0 HP. Only a crit while at 0 HP can kill it.

Choose one.
  • Reinforced Claws (2x).
  • 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.

remixed from Astral Pirate Elite
Level 12 Solo Large Astral Sea Pirate
H35/hero
STR+
Rally Militia.

Starts Combat with two Astral Pirate Militia minions/Hero (size: d4, Range 12).

After each Heroes turn, choose one.
  • 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.

BLOODIED:

Reinforcements! Summon 2/Hero Astral Pirate Militia minions and Summon Commandos recharges.

LAST STAND:

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)