b'Jinnborn Pirate, Air \n'b'  Medium   humanoid ,  any Non-Lawful Alignment  \n'b'  Armor Class  14 (Flamboyant Defense)  Hit Points  26 (4d8 + 8)  Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  15 (+2)  CON:  14 (+2)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +4,  Athletics  +3,  Survival  +3  Damage Resistances  lightning  Senses   darkvision  60 ft., passive  Perception  11  Languages  Common, Auran  Challenge  1/2 (100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Elemental Weapons . The jinnborn\xe2\x80\x99s weapon attacks are imbued with its elemental power. When the jinnborn hits with any weapon, the weapon deals an extra 1d6 lightning damage (included in the  attack ). \n'b'  Flamboyant Defense . While the jinnborn pirate is wearing no armor and wielding no shield, its AC includes its  Charisma  modifier. \n'b'  Knows the Ropes . The jinnborn pirate has proficiency with airships, sandships, or waterborne ships (the jinnborn\xe2\x80\x99s choice). It adds its proficiency bonus to any check it makes to control the chosen type of ship, and it adds its proficiency bonus to any saving throws made while on the chosen type of vehicle. \n'b'\n'b' ACTIONS \n'b'\n'b'  Rapier .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 6 (1d8 + 2) piercing damage plus 3 (1d6) lightning damage. \n'b'  Shortbow .  Ranged Weapon Attack : +4 to hit, ranged 80/320 ft., one target.  Hit : 5 (1d6 + 2) piercing damage plus 3 (1d6) lightning damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Parry . The jinnborn pirate adds 2 to its AC against one  melee attack  that would hit it. To do so, the jinnborn must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' Swinging across on a rope to land on the enemy\xe2\x80\x99s deck, this stocky, blue-skinned humanoid brandishes a rapier with great panache. The jinnborn are a race of wanderers found in the warm lands of the south. Descended from powerful elemental creatures called jinn, they claim to be the first mortals to have walked the world. \n'b' Calling themselves the \xe2\x80\x9cpeople of the path,\xe2\x80\x9d they roam the desert lands, following the traditional routes set down by their elders. The jinnborn descend from varied elemental lineages, leading to air, earth, fire, and water jinnborn. \n'b'  Life of Piracy . Many jinnborn find piracy and banditry match their nomadic lifestyle, allowing them to conduct lucrative raids on the ships and caravans they encounter while traveling their ancestral paths. Jinnborn that leave their people and paths find that life aboard a ship is familiar yet free from the traditions of their people. Those jinnborn who become pirates tend to be brash and flashy mavericks. \n'b'  Sailors of All Ships . Earth and fire jinnborn tribes commonly use sandships to raid desert caravans, while air jinnborn prefer airships powered by bound elementals or djinn.\xc2\xa0Water jinnborn are happy to sail on more traditional waterborne galleys, cogs, and caravels. \n'b' Variants \n'b' The mystical paths followed by the jinnborn tie them to one of the four elements: air, earth, fire, or water. To make a jinnborn pirate, use the statistics presented here, except as described below. \n'b'  Damage Resistances . The jinnborn has  resistance  to acid (earth jinnborn), cold (water jinnborn), fire (fire jinnborn), or lightning (air jinnborn) damage. \n'b'  Elemental Weapons . The jinnborn\xe2\x80\x99s weapon attacks are imbued with its elemental power. When the jinnborn hits with any weapon, the weapon deals an extra 1d6 acid (earth jinnborn), cold (water jinnborn), fire (fire jinnborn), or lightning (air jinnborn) damage. \n'b'  Languages . The jinnborn knows Common and Aquan (water jinnborn), Auran (air jinnborn), Ignan (fire jinnborn), or Terran (earth jinnborn).'