Pirate Captain
Medium or Small Humanoid, Neutral
AC 17 Initiative +7 (17)
HP 84 (13d8 + 26)
Speed 30 ft.
MOD | SAVE | MOD | SAVE | |||||
---|---|---|---|---|---|---|---|---|
STR | 10 | +0 | +3 | INT | 18 | +4 | +7 | |
DEX | 14 | +2 | +2 | WIS | 10 | +0 | +0 | |
CON | 14 | +2 | +5 | CHA | 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)
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.
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.