Monster
Pirate Admiral
Official reference · XMM · 2024
- Creature type
- Humanoid
- Size
- Small/Medium
- Armor class
- 20
- Hit points
- 182 (28d8 + 56)
- Speed
- Walk 30 ft.
- Challenge rating
- 12
- Alignment
- Neutral
- Strength
- 14
- Dexterity
- 22
- Constitution
- 14
- Intelligence
- 12
- Wisdom
- 14
- Charisma
- 19
- Passive Perception
- 16
- Initiative
- +10
- Saving Throws
- str: +6; dex: +10; wis: +6; cha: +8
- Skills
- acrobatics: +10; athletics: +6; perception: +6
- Languages
- Common plus one other language
Actions
Multiattack
The pirate makes three attacks, using Scimitar or Pistol in any combination.
Scimitar
Melee Attack: +10, reach 5 ft. Hit: 16 (3d6 + 6) Slashing damage plus 7 (2d6) Poison damage, and the target suffers one of the following effects of the pirate's choice:
- Awestruck: The target has the Charmed condition until the start of the pirate's next turn.
- Poison: The target has the Poisoned condition until the start of the pirate's next turn.
Pistol
Ranged Attack: +10, range 30/90 ft. Hit: 28 (4d10 + 6) Piercing damage.
Bonus actions
Rally (1/Day)
The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate's next turn, the targets have Advantage on attack rolls and saving throws.
Reactions
Defensive Stance
Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 4 to its AC against melee attack rolls (including the triggering attack) until the start of its next turn, possibly causing the attacks to miss.