5e SRD 5.2.1 · 5.2.1
Pirate Captain
Monsters > Pirate Captain
Medium or Small Humanoid, Neutral AC 17 Initiative +7 (17 ) HP 84 (13d8 + 26) Speed 30 ft. MOD SAVE MOD SAVE MOD SAVE Str 10+0+3Dex 18+4+7Con 14+2+2 Int 10+0+0WIS 14+2+5Cha 17+3+6 Skills Acrobatics +7, Perception +5 Gear Pistol, Rapier Senses Passive Perception 15 Languages Common plus one other language CR 6 (XP 2,300; PB +3) Actions 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. 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. Pit Fiend