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Pirate Admiral in Dungeons & Dragons 5e

Monster Manual (5.5e), 2025

Pirate Admiral CR: 12

Medium humanoid, any alignment
Armor Class: 20
Hit Points: 182 (28d8 + 56) 28d8+56
Speed: 30 ft

STR

14 +2

DEX

22 +6

CON

14 +2

INT

12 +1

WIS

14 +2

CHA

19 +4

Saving Throws: Strength +6, Dexterity +10, Wisdom +6, Charisma +8
Skills:

Acrobatics +10, Athletics +6, Perception +6

Senses:

Passive Perception 16

Languages: Common plus one other language
Challenge Rating: 12 ( 8400 XP)
Proficiency Bonus: +4

Actions

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

Scimitar. Melee Attack Roll: +10, reach 5 ft, one target. Hit: 16 (3d6 + 6) Slashing damage plus 7 (2d6) Poison damage, and the target suffers one of the following effects of the pirate's choice:

  • Awestruck. The target has the Charmed condition until the start of the pirate's next turn.
  • Poison. The target has the Poisoned condition until the start of the pirate's next turn.

Pistol. Ranged Attack Roll: +10, range 30/90 ft, one target. Hit: 28 (4d10 + 6) Piercing damage.

Bonus Actions

Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate's next turn, the targets have Advantage on attack rolls and saving throws.

Reactions

Defensive Stance. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 4 to its AC against melee attack rolls (including the triggering attack) until the start of its next turn, possibly causing the attacks to miss.

Suggested Environments

Any climate; Aquatic, coastal, & urban


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