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Pirate Captain in Dungeons & Dragons 5e

Pirate Captain

Medium humanoid (any race), any non-lawful
Armor Class 15 (studded leather)
Hit Points 75 10d8+20
Speed 30ft

STR
14 +2
DEX
16 +3
CON
14 +2
INT
13 +1
WIS
11 0
CHA
16 +3

Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Languages any two languages.
Challenge 4 (450 XP)


Suave Defense. The Captain adds his charisma modifier to his AC when wearing light or no armor and not wielding a shield.   Command. For any creature that understands the captain within hearing distance, the captain can issue a command and that creature adds an additional 1d6 to checks or attacks made related to the command.


Actions

Multiattack. The captain makes three melee attacks; two with its scimitar and one with its dagger. OR the captain makes two ranged attacks with daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 1d4+3 slashing damage.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.


 

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The pirate captain has these qualities in spades.
In addition to managing a crew of selfish malcontents, the pirate captain has a ship to protect and command. More than treasure, a pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.


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