Pirate Captain

Small · Humanoid · CR 6

Type
Humanoid
Size
Small
Alignment
neutral
Armour class
17 (natural armor)
Hit points
84 (13d8 + 26)
Initiative
+7
Speed
30 ft.
Saving throws
Strength +3, Dexterity +7, Constitution +2, Intelligence +0, Wisdom +5, Charisma +6
Skills
Acrobatics +7, Perception +5
Senses
passive Perception 15
Languages
Common plus one other language
Challenge
6 (2,300 XP)
Ability scores
STRDEXCONINTWISCHA
10 (+0)18 (+4)14 (+2)10 (+0)14 (+2)17 (+3)

Actions

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

Pistol. Ranged Attack Roll: +7, range 30/90 ft. 15 (2d10 + 4) Piercing damage.

Rapier. Melee Attack Roll: +7, reach 5 ft. 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn.

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.

New in the 2024 rules

This does not appear in the 2014 System Reference Document.

Everything that changed for monsters