Pirate Captain

CR 6 Humanoid

Monster

Medium or Small Humanoid, Neutral

AC
17 (natural armor)
Initiative
+7 (17)
HP
84 (13d8 + 26)
Speed
30 ft.
Ability scores, modifiers and saving throws
Ability Score Mod Save Ability Score Mod Save Ability Score Mod Save
STR 10 +0 +3 DEX 18 +4 +7 CON 14 +2 +2
INT 10 +0 +0 WIS 14 +2 +5 CHA 17 +3 +6
Skills
Acrobatics +7, Perception +5
Gear
Pistol, Rapier
Senses
Passive Perception 15
Languages
Common plus one other language
CR
6 (XP 2,300; PB +3)

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.

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.

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