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Pirate Captain

Medium or Small Humanoid, Neutral

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AC 17

Initiative +7 (17)

HP 84 (13d8 + 26)

Speed 30 ft.

STR10MOD +0SAVE +3
DEX18MOD +4SAVE +7
CON14MOD +2SAVE +2
INT10MOD +0SAVE +0
WIS14MOD +2SAVE +5
CHA17MOD +3SAVE +6

Skills Acrobatics +7, Perception +5

Gear Pistol, Rapier

Senses Passive Perception 15

Languages Common plus one other language

CR 6 (XP 2,300; PB +3)

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.

Conditions it inflicts

Charmed

In the same group

Other monsters of CR 6