Any of the southern islands of NaeraCull could have pirates dwelling there, but all of them have the remnants of previous inhabitants—namely, their security measures. In addition to spiked pits, swinging axes, launched javelins, and poisoned dart traps, explorers in this region know to remain wary of pirate triggerslings.
Pirate Triggersling CR 2
Type mechanical; Perception DC 18; Disable Device DC 18
Trigger location; Reset automatic (1d6 times)
Effect slung rocks (Atk +10 ranged, 1d4 rocks per target for 1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)