Pirate Captain [1/2]Medium or Small Humanoid, Neutral
STR+010
DEX+418
CON+214
INT+010
WIS+214
CHA+317
AC17
HP84
CR6
SPD30 ft.
ACTIONS
MultiattackThe pirate makes three attacks, using Rapier or Pistol in any combination.
RapierMelee 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
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Pirate Captain [2/2]Humanoid · CR 6
Pirate Captain [2/2]Medium or Small Humanoid, Neutral
ACTIONS (cont.)
Rapier (cont.)turn.
PistolRanged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage.
BONUS ACTIONS
Captain’s CharmWisdom 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
RiposteTrigger: 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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Pirate Captain [1/2]Medium or Small Humanoid, Neutral
CR6
17Armor Class
84Hit Points
30 ft.Speed
STR10+0
DEX18+4
CON14+2
INT10+0
WIS14+2
CHA17+3
Initiative. +7
Senses. Passive Perception 15
Gear. Pistol, Rapier
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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Humanoid
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Pirate Captain [2/2]Medium or Small Humanoid, Neutral
CR6
17Armor Class
84Hit Points
30 ft.Speed
STR10+0
DEX18+4
CON14+2
INT10+0
WIS14+2
CHA17+3
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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Humanoid
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.
This stat block is long: it continues on a second card instead of being truncated. Print both.
Pirate Captain [1/2]Humanoid · CR 6
Pirate Captain [1/2]Medium or Small Humanoid, Neutral
STR+010
DEX+418
CON+214
INT+010
WIS+214
CHA+317
AC17
HP84
CR6
SPD30 ft.
ACTIONS
MultiattackThe pirate makes three attacks, using Rapier or Pistol in any combination.
RapierMelee 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
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Pirate Captain [2/2]Humanoid · CR 6
Pirate Captain [2/2]Medium or Small Humanoid, Neutral
ACTIONS (cont.)
Rapier (cont.)turn.
PistolRanged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage.
BONUS ACTIONS
Captain’s CharmWisdom 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
RiposteTrigger: 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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Pirate Captain [1/2]Medium or Small Humanoid, Neutral
CR6
17Armor Class
84Hit Points
30 ft.Speed
STR10+0
DEX18+4
CON14+2
INT10+0
WIS14+2
CHA17+3
Initiative. +7
Senses. Passive Perception 15
Gear. Pistol, Rapier
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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Pirate Captain [2/2]Medium or Small Humanoid, Neutral
CR6
17Armor Class
84Hit Points
30 ft.Speed
STR10+0
DEX18+4
CON14+2
INT10+0
WIS14+2
CHA17+3
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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
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Pirate Captain — printable monster card
Medium or Small Humanoid, Neutral
CR 6
Humanoid
Medium or Small
Full stat block
Armor Class
17
Hit Points
84
Initiative
+7
Speed
30 ft.
Senses
Passive Perception 15
Gear
Pistol, Rapier
Languages
Common plus one other language
Challenge Rating
6 (2,300 XP)
Proficiency bonus
+3
Saving throw proficiencies
Strength, Dexterity, Wisdom, Charisma
Skill proficiencies
Acrobatics, Perception
Ability scores
STR
DEX
CON
INT
WIS
CHA
10+0
18+4
14+2
10+0
14+2
17+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.