Pirate

CR 1 Humanoid

Monster

Medium or Small Humanoid, Neutral

AC
14 (natural armor)
Initiative
+5 (15)
HP
33 (6d8 + 6)
Speed
30 ft.
Ability scores, modifiers and saving throws
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.