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Pirate Captain

Size
Small
Type
Humanoid
Challenge Rating
6
Source
System Reference Document 5.2.1
Alignment
Neutral
Armor Class
17
Speeds
30, swim 15, climb 15
Walking Speed
30
Swimming Speed
15
Climbing Speed
15
Strength Score
10
Dexterity Score
18
Constitution Score
14
Intelligence Score
10
Wisdom Score
14
Charisma Score
17
Saving Throws
Strength, Dexterity, Wisdom, Charisma
Skill Proficiencies
Acrobatics, Perception
Languages Ref
Common plus one other language
Hit Points
84

Small humanoid, neutral


Armor Class 17 (natural armor)

Hit Points 84 (13d8 + 26)

Speed 30 ft., climb 15 ft., swim 15 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 (2,300 XP)

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.

Stat block from the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.