AC 17 (padded leather, heavy shield)
HP 84 (13d8+26; bloodied 42)
Speed 30 ft.
Proficiency +3; Maneuver DC 14
Saving Throws Dex +6, Int +4
Skills Athletics +4, Deception +5 (1d8), Insight +3 (1d8), Perception +3, Sleight of Hand +6, Stealth +6 (1d8); disguise kit (1d8), forgery kit, thieves’ tools
Senses passive Perception 13
Languages English, Thieves’ Cant
Action Surge (1/ short rest ). Once on her turn, Mary can take an additional action on top of her regular action and a possible bonus action.
Evasion. When Mary is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Improved Critical. Mary’s weapon attacks score a critical hit on a roll of 19 or 20.
Sneak Attack (1/turn). Mary deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Mary that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.
Tactician. Mary is able to use the Help action to aid an ally attacking a creature as long as the target of the attack is able to see and hear Mary and is within 30 feet of her.
SPECIAL TRAITS
Acting. Mary has advantage on Charisma (Deception) and Charisma (Performance) checks made to impersonate. In addition, she can mimic the speech of other creatures she’s heard speak for at least 1 minute. A suspicious listener can see through her mimicry by succeeding on a Wisdom (Insight) check opposed by Mary’s Charisma (Deception) check.
Soldier Tactics. A creature hit by Mary’s opportunity attack reduces its Speed to 0 until the beginning of the next round and disengaging from her still provokes opportunity attacks.
ACTIONS
Extra Attack. Mary attacks twice when she takes the Attack action.
Saber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage.
Dagger (4). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
Pistol (4). Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 8 (1d10+3) piercing damage.
BONUS ACTIONS
Cunning Action (1/turn). Mary can use a bonus action to take the Dash, Disengage, Help, or Hide action.
Second Wind (1/ short rest ). On her turn, Mary can use a bonus action to regain 1d10+4 hit points.
REACTIONS
Uncanny Dodge. When an attacker Mary can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.
Make Opportunity. Mary can use her reaction to make a melee weapon attack against a creature within 5 feet when it makes an attack against a target other than her.
Born in 1685 in England, Mary Read was presented as a boy to gain access to her grandmother’s money. It worked, and Mary kept the ruse going, first as a foot-boy then as a sailor, and then as a soldier in the British Army. Although a talented combatant she left the military to marry a Flemish soldier, the two acquiring The Three Horeshoes inn in The Netherlands. When he died however, Mary donned her disguise again and signed up with the Netherlands military before jumping on a ship headed to the West Indies.
Pirates took the vessel... and she joined them! Mary took the King’s pardon and became a privateer for a short time before engaging in mutiny. By 1720 she—still disguised as a man—joined Calico Jack and Anne Bonny’s crew, stealing the sloop William from Nassau. Later that year a pirate hunter, Captain Jonathan Barnet, ambushed the William’s crew while they were all drunk. The pirates made a poor show of it and only Mary and Anne put up a fight, Calico Jack eventually surrendering and asking for quarter. He and his crew were hanged for piracy but the women revealed their genders and that both of them were pregnant (‘pleading the belly’), and convinced the court to stay their executions. Fever is said to have overtaken Mary in April of 1721, and with no record of birth it’s thought that Mary was buried with her unborn child.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.