Pirate
CR 1 Humanoid
Medium or Small Humanoid, Neutral
- AC
- 14 (natural armor)
- Initiative
- +5 (15)
- HP
- 33 (6d8 + 6)
- Speed
- 30 ft.
| Ability | Score | Mod | Save | Ability | Score | Mod | Save | Ability | Score | Mod | Save |
|---|---|---|---|---|---|---|---|---|---|---|---|
| STR | 10 | +0 | +0 | DEX | 16 | +3 | +5 | CON | 12 | +1 | +1 |
| INT | 8 | -1 | -1 | WIS | 12 | +1 | +1 | CHA | 14 | +2 | +4 |
- Gear
- Daggers (6), Leather Armor
- Senses
- Passive Perception 11
- Languages
- Common plus one other language
- CR
- 1 (XP 200; PB +2)
Actions
Multiattack.
The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.
Dagger.
Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.
Enthralling Panache.
Wisdom Saving Throw: DC 12, 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.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Text prepared from downfallx/dnd-5e-srd-markdown and structured data from Open5e, both CC BY 4.0.