✦ Creature Codex✦
Pirate Captain
CR 6 Medium or Small Humanoid
Pirate Captain
AC17
Initiative+4 (14)
HP84 (13d8 + 26)
Speed30 ft.
| mod | save | ||
|---|---|---|---|
| Str | 10 | +0 | +3 |
| Dex | 18 | +4 | +7 |
| Con | 14 | +2 | +2 |
| mod | save | ||
|---|---|---|---|
| Int | 10 | +0 | +0 |
| Wis | 14 | +2 | +5 |
| Cha | 17 | +3 | +6 |
SkillsAcrobatics +7, Perception +5
SensesPassive Perception 15
LanguagesCommon plus one other language
CR6 (XP 2,300; PB +3)
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.
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.
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.
SRD 5.2.1 material by Wizards of the Coast LLC, licensed under CC BY 4.0. Reformatted for display.