Pirate Captain

Medium or Small Humanoid, Any Alignment
Initiative +7 (17)
AC 17
HP 84 (13d8 + 26)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
10
+0
+3
Dex
18
+4
+7
Con
14
+2
+2

Int
10
+0
+0
Wis
14
+2
+5
Cha
17
+3
+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 the attack to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.

Pirate captains command crews of pirates, dictating their destinations and targets. Captains cultivate fearsome and theatrical reputations, painting themselves as larger-than-life characters to terrorize their foes, ensure the obedience of their crews, and attract followers to their banner. Many have colorful nicknames inspired by signature traits and deeds.
Monster Manual 2024
  1. DnD 2024 Monsters › Pirate Captain