Tools and Taverns
Affects species ability score bonuses: choose 2014 or 2024 rules.

Pirate Captain

SRD 5.2.1 (2024 rules)

Pirate Captain

Medium or Small Humanoid, Neutral

Armor Class17
Initiative+7 (17)
Hit Points84 (13d8 + 26)
Speed30 ft.
STR10 (+0)Save +3
DEX18 (+4)Save +7
CON14 (+2)Save +2
INT10 (+0)Save +0
WIS14 (+2)Save +5
CHA17 (+3)Save +6
SkillsAcrobatics +7, Perception +5
GearPistol, Rapier
SensesPassive Perception 15
LanguagesCommon plus one other language
Challenge6 (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.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.