Pirate Captain [1/2]Humanoid · CR 6
Pirate Captain [1/2]Medium or Small Humanoid, Neutral
STR10+0DEX18+4CON14+2INT10+0WIS14+2CHA17+3
AC17HP84CR6SPD30 ft.
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.

Pirate Captain [2/2]Humanoid · CR 6
Pirate Captain [2/2]Medium or Small Humanoid, Neutral
ACTIONS (cont.)
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.

Pirate Captain [1/2]
Medium or Small Humanoid, Neutral
6
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.

Humanoid
Monster card
Pirate Captain [2/2]
Medium or Small Humanoid, Neutral
6
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.

Humanoid
Monster card

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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.

See also