Pirate Captain

Medium or Small Humanoid, Neutral

AC 17     Initiative +7 (17)
HP 84 (13d8 + 26)
Speed 30 ft.

Ability Scores
STR 10 (+0) Save +3    DEX 18 (+4) Save +7    CON 14 (+2) Save +2
INT 10 (+0) Save +0    WIS 14 (+2) Save +5    CHA 17 (+3) Save +6

Skills Acrobatics +7, Perception +5
Senses Passive Perception 15
Languages Common plus one other language
CR 6 (XP 2,300; PB +3)

Gear Pistol, Rapier

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.
DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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