Pirate Captain

Medium or Small Humanoid, Neutral

Armor Class 17   Initiative +7 (17)   Hit Points 84 (13d8 + 26)   Speed 30 ft.

STR10 (+0)
DEX18 (+4)
CON14 (+2)
INT10 (+0)
WIS14 (+2)
CHA17 (+3)

Saving Throws Str +3, Dex +7, Con +2, Int +0, Wis +5, Cha +6

Skills Acrobatics +7, Perception +5

Gear Pistol, Rapier

Senses Passive Perception 15

Languages Common plus one other language

Challenge Rating 6

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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