b'Skeleton, Pirate \n'b'  Family:   Skeletons  \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  12  Hit Points  16 (3d8 + 3)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  14 (+2)  CON:  13 (+1)  INT:  8 (-1)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Vulnerabilities  bludgeoning  Damage Immunities  poison  Condition Immunities   exhaustion ,  poisoned   Senses  darkvision 60 ft., passive  Perception  10  Languages  Common  Challenge  1/4 (50 XP) \n'b' Special Traits \n'b'   Undead Fortitude . If damage reduces the  skeleton  to  0 hit points , it must make a  Constitution  saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the  skeleton  drops to 1 hit point instead. \n'b'  Actions \n'b'   Cutlass .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 6 (1d8 + 2) slashing damage. \n'b'  Light Pistol .  Ranged Weapon Attack : +4 to hit, range 50/200 ft., one target.  Hit : 6 (1d8 + 2) piercing damage. \n'b'  About \n'b' Pirate skeletons are cursed to serve under their captain\xe2\x80\x99s orders for eternity. These skeletons are singular in their purpose of keeping trespassers away from their captain\xe2\x80\x99s lair. Pirate skeletons are easily distracted and prone to arguing loudly while on guard or patrol duty.'