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.