Memir, Male Tiefling Pirate

Male Tiefling, neutral good


Armor Class: 14 (Padded)

Hit Points: 90 (12d8 +36)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


13 (+1)


17 (+3)


17 (+3)


7 (-2)


11 (+0)


16 (+3)

Skills: Acrobatics +5 Deception +5

Saving Throws:
Dexterity +5 Constitution +5

Challenge: 3 (700 XP)



Multiattack.The Pirate makes three weapon melee attacks or three ranged attacks.

Scimitar. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage.

Properties: Finesse, Light,


Shortbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 6 (1d6 +3 ) piercing damage.

Properties: Ammunition: range 80/320ft, Two-handed,


Special Abilities

Dirty Fighting: (2/short rest) If one pirate’s attacks hits the enemy, he can choose as a bonus action to trip or disarm the target.
Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swiming checks.
Tool Proficiency: The pirate is proficient with Vehicles (sea).
<! — Racial Abilities –>

Racial Features

Ability Modifiers: +2 Cha, +1 Int

Hellish Resistance: You have resistance to fire damage

Darkvision: 60ft (18m / 12sqr)

Infernal Legacy: You know the Thaumaturgy cantrip. If your CR is 3 once per day you can cast Hellish Rebuke and if your CR is 5 you can cast Darkness once per day. Charisma as spellcasting ability for those spells.

Languages: speaks Common and Infernal

Memir male tiefling pirate