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.