Pirate Captain

Small or Medium Humanoid, Neutral
MM'24

AC 17

HP 84 (13d8 + 26)

Speed 30 ft.

STR

10 (+0)

Save +3

DEX

18 (+4)

Save +7

CON

14 (+2)

Save +2

INT

10 (+0)

Save +0

WIS

14 (+2)

Save +5

CHA

17 (+3)

Save +6

Saving Throws STR +3, DEX +7, WIS +5, CHA +6

Skills Acrobatics +7, Perception +5

Senses Passive Perception 15

Languages Common plus one other language

CR 6

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. wis 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.