Pirate Admiral

Medium or Small Humanoid, Neutral
Initiative +10 (20)
AC 20
HP 182 (28d8 + 56)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
14
+2
+6
Dex
22
+6
+10
Con
14
+2
+2

Int
12
+1
+1
Wis
14
+2
+6
Cha
19
+4
+8

Skills Acrobatics +10, Athletics +6, Perception +6
Gear Pistol, Scimitar
Senses Passive Perception 16
Languages Common plus one other language
CR 12 (XP 8 400; PB +4)

Actions

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

Scimitar. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Slashing damage plus 7 (2d6) Poison damage, and the target suffers one of the following effects of the pirate's choice:

  Awestruck. The target has the Charmed condition until the start of the pirate's next turn.

  Poison. The target has the Poisoned condition until the start of the pirate's next turn.

Pistol. Ranged Attack Roll: +10, range 30/90 ft. Hit: 28 (4d10 + 6) Piercing damage.

Bonus actions

Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate's next turn, the targets have Advantage on attack rolls and saving throws.

Reactions

Defensive Stance. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 4 to its AC against melee attack rolls (including the triggering attack) until the start of its next turn, possibly causing the attacks to miss.

Pirate admirals command whole pirate fleets. They undertake audacious ventures, such as challenging the navies of coastal nations, hunting legendary sea creatures, or carving out their own pirate kingdoms. Pirate admirals might launch their fleets from hidden fortresses where they hoard their treasure—or keep maps to where they've hidden their riches. Some pirate admirals ally with the followers of oceanic deities, underwater dwellers, and sea monsters, as well as their fellow scalawags.
Habitat: Any
Treasure: Individual, Implements
Monster Manual 2024

  1. DnD 5.5 Monsters › Pirate Admiral
Pirate Admiral