Pirate Captain

Small Humanoid, neutral. CR 6, AC 17, 84 HP.

Armor class
17
Hit points
84
Challenge
6
Creature type
Humanoid
Size
Small
Alignment
neutral

Stat block

Cha
17
Con
14
Dex
18
Int
10
Str
10
Wis
14
Speed
Walk: 30
Senses
passive Perception 15
Skills
Acrobatics: 7; Perception: 5
Actions
  • Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.
  • Rapier. Melee Attack Roll: +7, reach 5 ft. 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. 15 (2d10 + 4) Piercing damage.
Hit dice
13d8 + 26
Languages
Common plus one other language
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.
Armor detail
natural armor
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.
Saving throws
Wisdom: 5; Charisma: 6; Strength: 3; Dexterity: 7

Source and licence

From System Reference Document 5.2.

Licence: SRD (CC BY 4.0).

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.

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