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Pirate Captain

Small humanoid, Neutral

Armor Class 17

Hit Points 84 (13d8 + 26)

Speed 30 ft.

STR 10 (+0)
DEX 18 (+4)
CON 14 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 17 (+3)

Saving Throws STR +3, DEX +7, WIS +5, CHA +6

Skills Acrobatics +7, Perception +5

Senses passive Perception 15

Languages Common plus one other language

Challenge 6

Actions

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

Rapier. m +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. r +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage.

Bonus Actions

Captain's Charm. wis DC 14, one creature the pirate can see within 30 feet. The target has the Charmed condition until the start of the pirate's next turn.

Reactions

Riposte. The pirate is hit by a melee attack roll while holding a weapon. 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.

Source

Monster Manual (2024), p. 242