Pirate Captain

Medium / humanoid / Neutral / CR 6

Armor Class17
Hit Points84 (13d8 + 26)
Speed30 ft
Challenge6
Proficiency-
STR10+0
DEX18+4
CON14+2
INT10+0
WIS14+2
CHA17+3
Saving Throws

Strength +3, Dexterity +7, Wisdom +5, Charisma +6

Skills

Acrobatics +7, Perception +5

Initiative

+7

Languages

Common Plus One Other Language

Actions

Rapier

action

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

action

+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

action

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

Bonus Actions

Captain's Charm

bonus

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

reaction

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