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Pirate Captain
- STR
- 10 (+0)
- DEX
- 18 (+4)
- CON
- 14 (+2)
- INT
- 10 (+0)
- WIS
- 14 (+2)
- CHA
- 17 (+3)
Actions
The pirate makes three attacks, using Rapier or Pistol in any combination.
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.
Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage.
Bonus Actions
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
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 it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.
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Source: Monster Manual (2025), p. 242 - Licenses and attribution