Medium or Small Humanoid, Neutral
Armor Class 17 Initiative +7 (17) Hit Points 84 (13d8 + 26) Speed 30 ft.
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
The pirate makes three attacks, using Rapier or Pistol in any combination.
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.
Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage.
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.
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.