PirateHumanoid · CR 1
PirateMedium or Small Humanoid, Neutral
STR10+0DEX16+3CON12+1INT8-1WIS12+1CHA14+2
AC14HP33CR1SPD30 ft.
ACTIONS
Multiattack

The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.

Dagger

Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.

Enthralling Panache

Wisdom Saving Throw: DC 12, 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.

Pirate
Medium or Small Humanoid, Neutral
1
14Armor Class
33Hit Points
30 ft.Speed
STR10+0
DEX16+3
CON12+1
INT8-1
WIS12+1
CHA14+2

Initiative. +5

Senses. Passive Perception 11

Gear. Daggers (6), Leather Armor

Languages. Common plus one other language

Actions

Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.

Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.

Enthralling Panache. Wisdom Saving Throw: DC 12, 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.

Humanoid
Monster card

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Pirate — printable monster card

Medium or Small Humanoid, Neutral

  • CR 1
  • Humanoid
  • Medium or Small

Full stat block

Armor Class
14
Hit Points
33
Initiative
+5
Speed
30 ft.
Senses
Passive Perception 11
Gear
Daggers (6), Leather Armor
Languages
Common plus one other language
Challenge Rating
1 (200 XP)
Proficiency bonus
+2
Saving throw proficiencies
Dexterity, Charisma
Ability scores
STR DEX CON INT WIS CHA
10 +0 16 +3 12 +1 8 -1 12 +1 14 +2

Actions

Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.

Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.

Enthralling Panache. Wisdom Saving Throw: DC 12, 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.

See also