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Monster Details

Detailed information for this bestiary entry

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Pirate Captain

Monster Stat Block

Medium or Small Humanoid, Neutral

AC17
Initiative+7 (17)
HP84 (13d8 + 26)
SpeedWalk 30 ft.
STR10
MOD+0
SAVE+3
DEX18
MOD+4
SAVE+7
CON14
MOD+2
SAVE+2
INT10
MOD+0
SAVE+0
WIS14
MOD+2
SAVE+5
CHA17
MOD+3
SAVE+6
SkillsAcrobatics +7, Perception +5
GearPistol, Rapier
SensesPassive Perception 15
LanguagesCommon plus one other language
CRCR 6 (XP 2,300; PB +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.

Found on p.242 of MM2025 (Free Rules)

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