Pirate Captain

5.5e

medium humanoid, neutral

Challenge 6 (2300 XP)

STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
17 (+3)

Defense

Armor Class 17 (natural armor)
Hit Points 84 (13d8+26)
Speed 30 ft.

Proficiencies & Senses

Saving Throws Str +3, Dex +7, Wis +5, Cha +6
Skills Acrobatics +7, Perception +5
Languages Common, One Other Language
Passive Perception 15

Actions

Multiattack

The pirate captain 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 captain 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.

Captain's Charm (Bonus Action)

Wisdom Saving Throw: DC 14, one creature the pirate captain can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate captain's next turn.

Riposte (Reaction)

Trigger: The pirate captain is hit by a melee attack roll while holding a weapon. Response: The pirate captain adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate captain makes one Rapier attack against the triggering creature if within range.

Reference Text

A pirate captain, a medium humanoid, wielding a rapier and pistol, with a commanding presence.