AC 14 (padded leather)
HP 60 (8d8 + 24; bloodied 30)
Speed 30 ft., climb 20 ft., swim 20 ft.
Proficiency +2; Maneuver DC 12
Saving Throws Dex +4, Con +5
Skills Athletics +4, Deception +2 (+1d4), Perception +2, Stealth +4; water vehicles +4 (+1d4)
Damage Resistances fire, poison
Senses passive Perception 12
Languages Common, thieves’ cant
Blastfire Cauldron. The crewmate can spend 24 hours (–1d4 hours per additional crewmate) modifying the rear of a water vehicle to add on a blastfire cauldron. Once per day, the water vehicle can double its Speed for up to 1d4 rounds, during which it can only travel in one direction.
Combat Expertise. The damage of the crewmate’s attacks includes a d4 expertise die .
ACTIONS
Multiattack. The crewmate makes two attacks in any combination, but they can only make one ranged attack with their saber pistol or carbine per turn
Saber Pistol. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 9 (1d8 + 1d4 + 2) slashing damage.
Carbine. Ranged Weapon Attack: +4 to hit, range 50/150 ft., one target. Hit: 11 (1d12 + 1d4 + 2) piercing damage.
BONUS ACTIONS
Blasting Jump (1/Day). The crewmate tears a pouched-horn from their belt and lights it, moving them 40 feet in a direction of their choice without provoking opportunity attacks while creating a 15-foot radius explosion centered on their starting square. Each creature in the area makes a DC 13 Dexterity saving throw , taking 21 (6d6) fire damage on a failure, or half damage on a success. The crewmate can spend their reaction to halve damage from colliding with a structure during this movement (which deals falling damage), but such an impact ends the movement.
REACTIONS
Defusing Fuses (1/Day). When a creature hits the crewmate with a melee attack, they pull a bundle of friction-lit fuses out of their bandolier to create a shower of sparks that disrupt their attacker and turn the hit into a miss
Legends and Lore
With a Culture or History check, characters can learn the following:
DC 10 The Blastfire pirates have strange-smelling magic that makes their cursed vessels cut across the waves with the roar of the very seas.
DC 15 Blastfire pirates are obsessed with black powder (which they use for their fast-moving vessels) and subverting authority. Smart merchants travel with a small barrel of the explosive, quick to offer it for parlay in the event of a raid.
DC 20 Bonnie Blastfire is a brilliant alchemist and chaotic revolutionary—though she has little direction, the halfling is an excellent judge of character and only requires captains who believe in the cause.
Like most seafaring cutthroats, the marauding Blastfire Pirates make use of cannon and gunshot, but they also share an explosive secret: a mysterious fuel that can send their vessels careening through the water at breakneck speeds. This innovation makes them incredible ambushers—and a devil to catch. The leader of this swift pirate fleet is the intrepid and inventive halfling Bonnie Blastfire, feared across all the seas as much for her impulsiveness and unpredictability as the legendary fierceness of her waterborne assaults. She and her buccaneers stoke the fires of revolution everywhere they sail, sometimes even serving rebellions to help overturn the rule of law.
Explosive Assaults. Even the most experienced mariners fear a twilight raid from these pirates, their vessels careening out of the darkness at breakneck speed to ram a ship completely unprepared for an attack. Within seconds they turn about on the injured vessel, either training cannons on their victims or leaping across the water to take the deck with bloody fervor.
Legendary Leader. When betrayed by her navy superiors, young Bonnie took quick revenge—annihilating half an armada amidst port repairs with a conflagration of historical size—and has been taking vengeance ever since. The halfling has a burning hatred of authority and encourages her underlings to wreak havoc on whatever military ships they come across (only attacking merchant vessels when the coffers are sparse; there’s usually more black powder on a navy boat anyway).
The crewmate uses Blasting Jump to damage the maximum number of foes while moving to an advantageous position that grants them cover or forces a ranged confrontation
CR 3–4 blastfire crewmate
Treasure elemental gem (emerald), fathomer’s ring, 165 gold
CR 5–10 2 or 3 blastfire crewmates; blastfire captain with blastfire crewmate
Treasure 100 sp, 750 gp, 20pp, bag of holding , water charm
CR 11–16 4 blastfire crewmates; blastfire captain with 2–3 blastfire crewmates; Bonnie Blastfire
Treasure 200 sp, 1,500 gp, 150 pp, bag of holding , cloak of the manta ray , decanter of endless water , feather token (anchor)
CR 17–22 6 blastfire crewmates; blastfire captain with 4–5 blastfire crewmates; 2 blastfire captains, with 2–3 blastfire crewmates; Bonnie Blastfire with blastfire captain or 2–3 blastfire crewmates
Treasure 500 sp, 4,750 gp, 450 pp, 2 bags of holding , bowl of commanding water elementals , feather token (boat), ring of free action , sea witch’s amulet
CR 23–30 7–10 blastfire crewmates; blastfire captain with 6–8 blastfire crewmates; 2 blastfire captains with 4–6 blastfire crewmates; Bonnie Blastfire with 2–3 blastfire captains, or 2 blastfire captains and 2 blastfire crewmates, or blastfire captain and 3–4 blastfire crewmates, or 4–6 blastfire crewmates
Treasure 1,000 sp, 6,000 gp, 800 pp, 4 bags of holding , folding boat , transforming cloak (undine)
CR 31+ 11+ blastfire crewmates; blastfire captain with 9+ blastfire crewmates; 2 blastfire captains with 7+ blastfire crewmates; Bonnie Blastfire with 4+ blastfire captains, or 2 blastfire captains and 3+ blastfire crewmates, or blastfire captains and 5+ blastfire crewmates, or 7+ blastfire crewmates
Treasure 2,000 sp, 7,500 gp, 2,000 pp, current stamps used to print a local currency (worth 42,000 gp), apparatus of the crab , 9 bags of holding , ring of water elemental command
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.