Monster · CR 6 (2,300 XP) · 2024 rules

Pirate Captain

Small humanoid, neutral

  • Armor Class 17 (natural armor)
  • Hit Points 84 ()
  • Speed 30 ft.
  • Initiative +7 (17)
  • Saving Throws , , ,
  • Skills ,
  • Senses Passive Perception 15
  • Languages Common plus one other language
  • Challenge 6 (2,300 XP; PB +3)

Actions

Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.

Rapier. Melee Attack Roll: , reach 5 ft. Hit: 13 () Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn.

Pistol. Ranged Attack Roll: , range 30/90 ft. Hit: 15 () 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.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits