Small/Medium humanoid, neutral
- Armor Class
- 17
- Hit Points
- 84 (13d8 + 26)
- Speed
- 30 ft.
- Challenge
- 6 (2,300 XP)
STR
10
+0
DEX
18
+4
CON
14
+2
INT
10
+0
WIS
14
+2
CHA
17
+3
- Saving Throws
- Cha +6, Dex +7, Str +3, Wis +5
- Skills
- Acrobatics +7, Perception +5
- Senses
- passive Perception 15
- Languages
- Common plus one other language
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.
wis DC 14, one creature the pirate can see within 30 feet. The target has the Charmed condition until the start of the pirate's next turn.
Reactions
Riposte.
The pirate is hit by a melee attack roll while holding a weapon. 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.