Pirate

Medium or Small Humanoid, Any Alignment
Initiative +5 (15)
AC 14
HP 27 (5d8 + 5)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
10
+0
+0
Dex
16
+3
+5
Con
12
+1
+1

Int
8
-1
-1
Wis
12
+1
+1
Cha
14
+2
+4

Gear Daggers (6), Leather Armor
Senses Passive Perception 11
Languages Common plus one other language
CR 1 (XP 200; PB +2)
Actions

Multiattack. The pirate makes two Dagger attacks. It can replace one of these attacks with a use of Enthralling Panache.

Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.

Enthralling Panache. Wisdom Saving Throw: DC 12, 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.

Along with being competent warriors, pirates are accomplished seafarers who know how to sail and maintain a ship. While some loyally follow their captains' orders, others place greed, superstition, or self-preservation over duty.
Monster Manual 2024

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  1. DnD 2024 Monsters › Pirate