Monster
Pirate Captain
Official reference · XMM · 2024
- Creature type
- Humanoid
- Size
- Small/Medium
- Armor class
- 17
- Hit points
- 84 (13d8 + 26)
- Speed
- Walk 30 ft.
- Challenge rating
- 6
- Alignment
- Neutral
- Strength
- 10
- Dexterity
- 18
- Constitution
- 14
- Intelligence
- 10
- Wisdom
- 14
- Charisma
- 17
- Passive Perception
- 15
- Initiative
- +7
- Saving Throws
- str: +3; dex: +7; wis: +5; cha: +6
- Skills
- acrobatics: +7; perception: +5
- Languages
- Common plus one other language
Actions
Multiattack
The pirate makes three attacks, using Rapier or Pistol in any combination.
Rapier
Melee Attack: +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: +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
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.