rpg—rules

monster

Pirate

Medium or Small Humanoid, Neutral

Armor Class
14
Hit Points
33 (6d8 + 6)
Challenge rating
1
CHA
14 (+2)
CON
12 (+1)
DEX
16 (+3)
INT
8 (-1)
STR
10 (+0)
WIS
12 (+1)

Medium or Small Humanoid, Neutral

AC 14 · Initiative +5 (15)

HP 33 (6d8 + 6)

Speed 30 ft.

Ability Score Mod Save
Str 10 +0 +0
Dex 16 +3 +5
Con 12 +1 +1
Int 8 −1 −1
Wis 12 +1 +1
Cha 14 +2 +4

Gear Daggers (6), Leather Armor

Senses Passive Perception 11

Languages Common plus one other language

CR 1 (XP 200; PB +2)

Actions

Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.

Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.

Enthralling Panache. Wisdom Saving Throw: DC 12, 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.

Source · SRD 5.2.1 · page 314