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Pirate Admiral

Small humanoid, Neutral

Armor Class 20

Hit Points 182 (28d8 + 56)

Speed 30 ft.

STR 14 (+2)
DEX 22 (+6)
CON 14 (+2)
INT 12 (+1)
WIS 14 (+2)
CHA 19 (+4)

Saving Throws STR +6, DEX +10, WIS +6, CHA +8

Skills Acrobatics +10, Athletics +6, Perception +6

Senses passive Perception 16

Languages Common plus one other language

Challenge 12

Actions

Multiattack. The pirate makes three attacks, using Scimitar or Pistol in any combination.

Scimitar. m +10, reach 5 ft. Hit: 16 (3d6 + 6) Slashing damage plus 7 (2d6) Poison damage, and the target suffers one of the following effects of the pirate's choice:

  • Awestruck

    The target has the Charmed condition until the start of the pirate's next turn.
  • Poison

    The target has the Poisoned condition until the start of the pirate's next turn.

Pistol. r +10, range 30/90 ft. Hit: 28 (4d10 + 6) Piercing damage.

Bonus Actions

Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate's next turn, the targets have Advantage on attack rolls and saving throws.

Reactions

Defensive Stance. The pirate is hit by a melee attack roll while holding a weapon. The pirate adds 4 to its AC against melee attack rolls (including the triggering attack) until the start of its next turn, possibly causing the attacks to miss.

Source

Monster Manual (2024), p. 242