Pirate Captain
Small or Medium Humanoid, NeutralAC 17
HP 84 (13d8 + 26)
Speed 30 ft.
STR
10 (+0)
Save +3
DEX
18 (+4)
Save +7
CON
14 (+2)
Save +2
INT
10 (+0)
Save +0
WIS
14 (+2)
Save +5
CHA
17 (+3)
Save +6
Saving Throws STR +3, DEX +7, WIS +5, CHA +6
Skills Acrobatics +7, Perception +5
Senses Passive Perception 15
Languages Common plus one other language
CR 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. wis 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.