Pirate Captain

Small or Medium Humanoid, Neutral

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

Actions

Multiattack.

The pirate 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 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.

Bonus Actions

Captain's Charm.

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

Riposte.

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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Pirate Captain

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