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Pirate

D&D 5e · 2024·Medium or Small Humanoid·Neutral

Armor class
14
Hit points
336d8 + 6
Challenge
1200 XP
Proficiency
+2Initiative +5

Speed 30 ft.

Ability scores, modifiers and saving throws
MeasureStrDexConIntWisCha
Score10161281214
Mod+0+3+1-1+1+2
Save+0+5+1-1+1+4
Gear
Daggers (6), Leather Armor
Senses
Passive Perception 11
Languages
Common plus one other language

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.

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Rules source: System Reference Document 5.2.1 ↗

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. Stat blocks were structured and tagged by JustRoll from the Open5e transcription, then checked against the official document; values that differed were corrected from it.

Creative Commons Attribution 4.0