Strength +3, Dexterity +7, Wisdom +5, Charisma +6
Acrobatics +7, Perception +5
+7
Common Plus One Other Language
Actions
Rapier
Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 13 (2d8 + 4) piercing damage, and the pirate captain has Advantage on the next attack roll it makes before the end of this turn.
Pistol
+7 to hit, range 30/90 ft.. Hit: 15 (2d10 + 4) piercing damage. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage.
Multiattack
The pirate captain makes three attacks, using Rapier or Pistol in any combination.
Bonus Actions
Captain's Charm
Wisdom Saving Throw: DC 14, one creature the pirate captain can see within 30 feet.
Failure: The target has the Charmed condition until the start of the pirate captain's next turn.
Reactions
Riposte
Trigger: The pirate captain is hit by a melee attack roll while holding a weapon.
Response: The pirate captain adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate captain makes one Rapier attack against the triggering creature if within range.
Creature Rules
Pirates
Pirate Captain