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Space Pirates

These three snarling men are covered in scars, brands, and bloody streaks. Their legionnaire-style armor and assault hammers suggest they may have once been imperial troops, though the only insignia adorning their black and red battle outfits are the skulls and stars of space pirates. Their eyes shine with a dim red glow.

XP 135 each
Male human soldier
CE Medium humanoid (human)
Init +0; Senses low-light vision; Perception +3

DEFENSE

EAC 10, KAC 12
HP 6 each
Fort +1, Ref +0, Will +2 (+2 vs. fear or charm effects)

OFFENSE

Speed 20 ft.
Melee assault hammer +5 (1d6+3 B)
Ranged flame pistol +2 (1d4 F, 20-ft. Line“>line; critical burn 1d4)
Offensive Abilities blood-mad fervor

TACTICS

Before Combat Before attacking, the pirates howl threats (which contain clues), attempting to demoralize their targets.

During Combat Pirates shoot their flame pistols then charge into melee (with any bonus from the Opening Volley feat), each pirate singling out their own opponent to attack.

Morale The pirates fight to the death.

STATISTICS

Str +3, Dex +0, Con +1, Int +0, Wis +0, Cha +0
Skills Engineering +3, Intimidate +3, Piloting +7
Feats Opening Volley
Languages Abyssal, Common

SPECIAL ABILITIES

Blood-Mad Fervor (Su)

While exposed to blood space or derivatives thereof (such as hematonium), and for 1 hour after such exposure, a blood-mad creature enters a state of euphoric, aggressive fervor. While in this state the creature gains a +1 morale bonus to attack rolls, a -1 penalty to EAC and KAC, and a +2 morale bonus to Will saving throws against fear and charm effects. While in this state, the creature also gains lowlight vision, and its eyes glow with dim red light. A blood-mad creature is immune to the other negative mind-affecting effects of blood space to which normal creatures would be susceptible. These adjustments have already been included in the stat block above.