| Ability |
Mod |
Save |
| STR |
16 |
+3 |
+3
|
| DEX |
16 |
+3 |
+3
|
| CON |
18 |
+4 |
+6
|
| INT |
10 |
+0 |
+0
|
| WIS |
10 |
+0 |
+0
|
| CHA |
10 |
+0 |
+0
|
Medium
Construct (Any)
AC
17
(natural armor)
HP
34
(4d8+16)
- Speed
- 30 ft., Climb 30 ft.
- Proficiency Bonus
- 2
- Challenge
- 1/2 (XP 100)
- Skills
-
Athletics +5
- Immunities
-
Poisoned,
Poison
- Senses
- Darkvision 60 ft.
- Gear
- Scimitar, Flintlock (Pistol)
- Bottom Treader
- The Steelbeard cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.
Actions
- Scimitar
- Melee Weapon Attack, one target, 5ft. reach, +5 to hit, 1d6+3 slashing damage.
- Flintlock
- Ranged Weapon Attack, one target, range 30/90 ft., +5 to hit, 1d10+3 piercing damage.
- YAAAAARRRRR! (2/day)
- The Steelbeard emits a battlecry. An aura radiates from the Steelbeard in a 30-foot Emanation until the end of its next turn. While in the aura, the Steelbeard’s allies have Resistance to Bludgeoning, Piercing, and Slashing from nonmagical attacks.
Bonus Actions
- Rapid traversal
- The Steelbeard shoots a grappling hook at a surface within 30 feet that it can see and is instantly moved to that surface without provoking opportunity attacks.
Notes
A construct whose programmed purpose is to be the most stereotypical pirate that ever pirated, the steelbeard ruthlessly pursues any opportunity to loot and plunder. The eyepatch is purely cosmetic.