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Pirate Captain (MM'25) in Dungeons & Dragons 5e

Monster Manual (5.5e), 2025

Pirate Captain (MM'25) CR: 6

Medium humanoid, neutral
Armor Class: 17
Hit Points: 84 (13d8 + 26) 13d8+26
Speed:

STR

10 +0

DEX

18 +4

CON

14 +2

INT

10 +0

WIS

14 +2

CHA

17 +3

Saving Throws: Strength +3, Dexterity +7, Wisdom +5, Charisma +6
Skills:

Acrobatics +7, Perception +5

Senses:

Passive Perception 15

Languages: Common plus one other language
Challenge Rating: 6 ( 2300 XP)
Proficiency Bonus: +3

Actions

Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.

Rapier. Melee Attack Roll: +7, reach 5 ft, one target. 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, one target. 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.

Suggested Environments

Any climate; Aquatic, coastal, & urban terrain


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