Pirate Captain
5.5emedium humanoid, neutral
Defense
Proficiencies & Senses
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.