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Bonnie Blastfire

Challenge
Alignment
Tags
Terrain
str
18
dex
19
con
20
int
17
wis
14
cha
17

AC 17 (+3 padded leather)

HP 170 (20d6 + 100; bloodied 85

Speed 40 ft., climb 30 ft., swim 30 ft.


Proficiency +4; Maneuver DC 16

Saving Throws Dex +8, Con +9

Skills Athletics +8 (+1d6), Deception +7 (+1d8), Engineering +7 (+1d4), Insight +6 (+1d8), Intimidation +7, Nature +7 (+1d4), Perception +6 (+1d6), Stealth +8 (+1d8); water vehicles +8 (+1d8)

Damage Resistances fire, poison

Condition Immunities frightened

Senses darkvision 60 ft., passive Perception 17

Languages Common, thieves’ cant


Blastfire Cauldron. Bonnie can spend 8 hours (–1d4 hours per creature helping) modifying the rear of a water vehicle to add on a blastfire cauldron. Three times per day, the water vehicle can double its Speed for up to 2d4+2 rounds during which it can only travel in one direction.

Chaotic. Bonnie radiates a Chaotic aura.

Combat Expertise. The damage of Bonnie’s attacks includes a d8 expertise die .

Evasion. When Bonnie makes a Dexterity saving throw against an effect that deals half damage on a success, she takes no damage on a success and half damage on a failure.

Halfling Nimbleness. Bonnie can move through the space of any creature that is of a size larger than hers.

Lucky. When Bonnie rolls a 1, 2, or 3 on the d20 for an ability check, attack roll, or saving throw, she can reroll the die and must use the new roll.

Sneak Attack (1/Turn). Bonnie deals an extra 21 (6d6) damage when she hits with a weapon attack while she has advantage on the attack, or when her target is within 5 feet of an ally of hers while she doesn’t have disadvantage on the attack.


ACTIONS

Multiattack. Bonnie makes three attacks in any combination, but she can only make one ranged attack with her saber pistol per turn and must have sufficient ammunition loaded to fire her revolver more than once per turn.

+1 Saber Pistol. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 14 (2d8 + 5) magical slashing damage.

Revolver. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 15 (2d6 + 1d8 + 4) piercing damage.


BONUS ACTIONS

Blasting Leap (3/Day). Bonnie tears a pouched-horn from her belt and lights it, moving her up to 120 feet in a direction of her choice without provoking opportunity attacks while creating a 30-foot radius explosion centered on her starting square. Each creature in the area makes a DC 17 Dexterity saving throw , taking 49 (14d6) fire damage on a failure, or half damage on a success. Bonnie takes no damage from colliding with a structure during this movement, but such an impact ends the movement.

Cunning Action. Bonnie takes the Dash, Disengage, Hide, or Use an Object action


REACTIONS

Defusing Fuses (3/Day). When a creature hits Bonnie with a melee attack, she pulls a bundle of friction-lit fuses out of her bandolier to create a shower of sparks that disrupt her attacker and turn the hit into a miss.

Twist the Knife (Recharge 4–6). When Bonnie scores a critical hit with a melee weapon attack, she deals her sneak attack damage (if she is not already doing so).


LEGENDARY ACTIONS

Bonnie can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.

Blast Em! Bonnie yells at a blastfire crewmate she can see within 60 feet. The crewmate can use its reaction to make a ranged weapon attack using a firearm.

Buccaneer Rally. Bonnie or a blastfire crewmate or captain they can see within 30 feet regain 12 (2d8 + 3) hit points.

Blasting Leap (Costs 2 Actions). Bonnie uses Blasting Leap

Legends and Lore

With a Culture or History check, characters can learn the following:

DC 10 The Blastfire pirates have strange-smelling magic that makes their cursed vessels cut across the waves with the roar of the very seas.

DC 15 Blastfire pirates are obsessed with black powder (which they use for their fast-moving vessels) and subverting authority. Smart merchants travel with a small barrel of the explosive, quick to offer it for parlay in the event of a raid.

DC 20 Bonnie Blastfire is a brilliant alchemist and chaotic revolutionary—though she has little direction, the halfling is an excellent judge of character and only requires captains who believe in the cause.

Description

Like most seafaring cutthroats, the marauding Blastfire Pirates make use of cannon and gunshot, but they also share an explosive secret: a mysterious fuel that can send their vessels careening through the water at breakneck speeds. This innovation makes them incredible ambushers—and a devil to catch. The leader of this swift pirate fleet is the intrepid and inventive halfling Bonnie Blastfire, feared across all the seas as much for her impulsiveness and unpredictability as the legendary fierceness of her waterborne assaults. She and her buccaneers stoke the fires of revolution everywhere they sail, sometimes even serving rebellions to help overturn the rule of law.

Explosive Assaults. Even the most experienced mariners fear a twilight raid from these pirates, their vessels careening out of the darkness at breakneck speed to ram a ship completely unprepared for an attack. Within seconds they turn about on the injured vessel, either training cannons on their victims or leaping across the water to take the deck with bloody fervor.

Legendary Leader. When betrayed by her navy superiors, young Bonnie took quick revenge—annihilating half an armada amidst port repairs with a conflagration of historical size—and has been taking vengeance ever since. The halfling has a burning hatred of authority and encourages her underlings to wreak havoc on whatever military ships they come across (only attacking merchant vessels when the coffers are sparse; there’s usually more black powder on a navy boat anyway).

Behavior

The captain moves around the battlefield trying to flank opponents, focusing their attacks on healers and leaders to spread chaos among their enemies.

Encounters

CR 3–4 blastfire crewmate

Treasure elemental gem (emerald), fathomer’s ring, 165 gold

CR 5–10 2 or 3 blastfire crewmates; blastfire captain with blastfire crewmate

Treasure 100 sp, 750 gp, 20pp, bag of holding , water charm

CR 11–16 4 blastfire crewmates; blastfire captain with 2–3 blastfire crewmates; Bonnie Blastfire

Treasure 200 sp, 1,500 gp, 150 pp, bag of holding , cloak of the manta ray , decanter of endless water , feather token (anchor)

CR 17–22 6 blastfire crewmates; blastfire captain with 4–5 blastfire crewmates; 2 blastfire captains, with 2–3 blastfire crewmates; Bonnie Blastfire with blastfire captain or 2–3 blastfire crewmates

Treasure 500 sp, 4,750 gp, 450 pp, 2 bags of holding , bowl of commanding water elementals , feather token (boat), ring of free action , sea witch’s amulet

CR 23–30 7–10 blastfire crewmates; blastfire captain with 6–8 blastfire crewmates; 2 blastfire captains with 4–6 blastfire crewmates; Bonnie Blastfire with 2–3 blastfire captains, or 2 blastfire captains and 2 blastfire crewmates, or blastfire captain and 3–4 blastfire crewmates, or 4–6 blastfire crewmates

Treasure 1,000 sp, 6,000 gp, 800 pp, 4 bags of holding , folding boat , transforming cloak (undine)

CR 31+ 11+ blastfire crewmates; blastfire captain with 9+ blastfire crewmates; 2 blastfire captains with 7+ blastfire crewmates; Bonnie Blastfire with 4+ blastfire captains, or 2 blastfire captains and 3+ blastfire crewmates, or blastfire captains and 5+ blastfire crewmates, or 7+ blastfire crewmates

Treasure 2,000 sp, 7,500 gp, 2,000 pp, current stamps used to print a local currency (worth 42,000 gp), apparatus of the crab , 9 bags of holding , ring of water elemental command

Monster Type Description

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.