Pirate Captain

placeholder portrait

Description

Medium or Small Humanoid, Neutral

Collection: Pirates

Statistics

  • Armor Class: 17
  • Hit Points: 84 (13d8 + 26)
  • Initiative: +7 (score 17)
  • Speed: Walk 30 ft.
  • Challenge: CR 6, 2,300 XP, proficiency bonus +3

Abilities

  • Strength: 10 (+0); save +3
  • Dexterity: 18 (+4); save +7
  • Constitution: 14 (+2); save +2
  • Intelligence: 10 (+0); save +0
  • Wisdom: 14 (+2); save +5
  • Charisma: 17 (+3); save +6

Skills

  • Acrobatics: +7
  • Perception: +5

Senses and Languages

  • Senses: Passive Perception 15
  • Languages: Common plus one other language

Gear

  • Pistol
  • Rapier

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.

Source

  • Document: System Reference Document 5.2.1
  • Version: 5.2.1
  • License: CC-BY-4.0
  • Pages: 314
  • URL: https://www.dndbeyond.com/srd