Pirate Captain
Small Humanoid, neutral
- AC
- 17 (natural armor)
- HP
- 84 (13d8 + 26)
- Speed
- 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 18 (+4) | 14 (+2) | 10 (+0) | 14 (+2) | 17 (+3) |
- Saves
- Str +3, Dex +7, Con +2, Int +0, Wis +5, Cha +6
- Skills
- Acrobatics +7, Perception +5
- Senses
- passive Perception 15
- Languages
- Common plus one other language
- CR
- 6 (XP 2,300)
Actions
Multiattack.
The pirate makes three attacks, using Rapier or Pistol in any combination.
Rapier.
Melee Attack Roll: +7, reach 5 ft. 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. 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.