Pirate Captain
D&D 5e · 2024·Medium or Small Humanoid·Neutral
- Armor class
- 17
- Hit points
- 8413d8 + 26
- Challenge
- 62,300 XP
- Proficiency
- +3Initiative +7
Speed 30 ft.
| Measure | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 10 | 18 | 14 | 10 | 14 | 17 |
| Mod | +0 | +4 | +2 | +0 | +2 | +3 |
| Save | +3 | +7 | +2 | +0 | +5 | +6 |
- Skills
- Acrobatics +7, Perception +5
- Gear
- Pistol, Rapier
- Senses
- Passive Perception 15
- Languages
- Common plus one other language
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.