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D&D 5.2 SRD Monsters

Notebook owner: your5e.

Pirate Captain

Source: D&D 5.2 SRD Monsters

Medium or Small Humanoid, Neutral

  • AC 17
  • Initiative +7 (17)
  • HP 84 (13d8 + 26)
  • Speed 30 ft.
Str. Dex. Con. Int. Wis. Cha.
Score 10 18 14 10 14 17
Modifier +0 +4 +2 +0 +2 +3
Saving Throw +3 +7 +2 +0 +5 +6
  • Skills Acrobatics +7, Perception +5
  • Gear Pistol, Rapier
  • Senses Passive Perception 15
  • Languages Common plus one other language
  • CR 6 (XP 2,300; PB +3)

Actions

Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.

Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn.

Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage.

Bonus Actions

Captain's Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn.

Reactions

Riposte. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.