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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.

Ability scores, modifiers and saving throws
MeasureStrDexConIntWisCha
Score101814101417
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.

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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