rpg—rules

monster

Pirate Captain

Medium or Small Humanoid, Neutral

Armor Class
17
Hit Points
84 (13d8 + 26)
Challenge rating
6
CHA
17 (+3)
CON
14 (+2)
DEX
18 (+4)
INT
10 (+0)
STR
10 (+0)
WIS
14 (+2)

Medium or Small Humanoid, Neutral

AC 17 · Initiative +7 (17)

HP 84 (13d8 + 26)

Speed 30 ft.

Ability Score Mod Save
Str 10 +0 +3
Dex 18 +4 +7
Con 14 +2 +2
Int 10 +0 +0
Wis 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)

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 · SRD 5.2.1 · page 314