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Pirate Admiral
- STR
- 14 (+2)
- DEX
- 22 (+6)
- CON
- 14 (+2)
- INT
- 12 (+1)
- WIS
- 14 (+2)
- CHA
- 19 (+4)
Actions
The pirate makes three attacks, using Scimitar or Pistol in any combination.
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.
Ranged Attack Roll: +10, range 30/90 ft. Hit: 28 (4d10 + 6) Piercing damage.
Bonus Actions
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
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

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