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Pirate Spellcaptain in Dungeons & Dragons 5e

Pirate Spellcaptain CR: 6

Medium kin (any species), any non-lawful alignment
Armor Class: 15 (leather armor)
Hit Points: 68hp (8d8+32)
Speed: 30 ft , swim: 15 ft

STR

12 +1

DEX

16 +3

CON

18 +4

INT

10 +0

WIS

12 +1

CHA

8 -1

Saving Throws: Constitution +7
Skills:

Acrobatics +6, Athletics +4, Water Vehicles +6

Damage Resistances: Poison
Condition Immunities: Poisoned
Senses:

passive Perception 11

Languages: Any One Language (Usually Common Parlance)
Challenge Rating: 6 ( 2,300 XP)
Proficiency Bonus: +3

The Pirate Spellcaptain is a 6th-level spellcaster. Their spellcasting ability is Wisdom (10 Aptitude, spell save DC 12, +4 to hit with spell attacks). The Pirate Spellcaptain has the following spells equipped: • Cantrips (at will): acid splash, shape water • 1st level: compelled duel, false life, ray of sickness • 2nd level: cloud of daggers • 3rd level: heat metal, wall of water


Multiattack. The Pirate Spellcaptain can make two attacks, one with their scimitar or hand crossbow and one with their scimitar. They can also cast one spell.

Actions

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6+3) laceration damage.

Hand Crossbow. Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: (1d6+3) puncture damage.


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