Pirate Admiral

Small or Medium Humanoid, Neutral

STR
14 (+2)
DEX
22 (+6)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
19 (+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.

Find this creature in the encounter builder

Pirate Admiral

Source: Monster Manual (2025), p. 242 - Licenses and attribution