Pirate Captain

Small Humanoid, neutral


AC
17 (natural armor)
HP
84 (13d8 + 26)
Speed
30 ft.
STRDEXCONINTWISCHA
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.