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Monster Manual 2024

Pirate Captain
MEDIUM HUMANOID

Armor Class: 17

Initiative: +7 (17)

Hit Points: 84 13d8+26

Speed: 30 ft.

Challenge: 6 (XP 2300; PB +3)
    MOD SAVE
STR 10 +0 +3
DEX 18 +4 +7
CON 14 +2 +2
    MOD SAVE
INT 10 +0 +0
WIS 14 +2 +5
CHA 17 +3 +6

Skills: Acrobatics +7, Perception +5

Gear: Pistol, Rapier

Senses: Passive Perception 15

Languages: Common, Merrow


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 ) Piercin gdamage, and the pirate has Advantage on ll 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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