Pirate Admiral

Small or Medium Humanoid, Neutral
MM'24

AC 20

HP 182 (28d8 + 56)

Speed 30 ft.

STR

14 (+2)

Save +6

DEX

22 (+6)

Save +10

CON

14 (+2)

Save +2

INT

12 (+1)

Save +1

WIS

14 (+2)

Save +6

CHA

19 (+4)

Save +8

Saving Throws STR +6, DEX +10, WIS +6, CHA +8

Skills Acrobatics +10, Athletics +6, Perception +6

Senses Passive Perception 16

Languages Common plus one other language

CR 12

Actions

Multiattack. The pirate makes three attacks, using Scimitar or Pistol in any combination.

Scimitar. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Slashing damage plus 7 (2d6) Poison damage, and the target suffers one of the following effects of the pirate's choice: Awestruck: The target has the Charmed condition until the start of the pirate's next turn. Poison: The target has the Poisoned condition until the start of the pirate's next turn.

Pistol. Ranged Attack Roll: +10, range 30/90 ft. Hit: 28 (4d10 + 6) Piercing damage.

Bonus Actions

Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate's next turn, the targets have Advantage on attack rolls and saving throws.

Reactions

Defensive Stance. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 4 to its AC against melee attack rolls (including the triggering attack) until the start of its next turn, possibly causing the attacks to miss.