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