Pirate
Humanoid · Medium
Sea robbers who board merchant ships, raid coasts and spend their plunder in rough harbour towns. A crew follows its captain as long as the captain brings loot and wins fights.
- Danger
- A fight to fear
- How it is met
- In packs, by day
- Challenge
- 1-6
- SRD 5.2.1 stat blocks
- Pirate, Pirate Captain
Hear it
- Pirate Tavern (On Patreon, Guardian tier)
- Sea Shanty (Loop, Voice) (On Patreon, Guardian tier)
- Pirate Cave (On Patreon, Guardian tier)
Where it is met
Sandy Shore, Coastal Shelf, Open Ocean, Sea Cave
Also: Harbour
Stat blocks (D&D 5e)
Pirate
Medium or Small Humanoid, Neutral
AC 14 · Initiative +5 (15)
HP 33 (6d8 + 6)
Speed 30 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 10 (+0), save +0 | 16 (+3), save +5 | 12 (+1), save +1 | 8 (−1), save −1 | 12 (+1), save +1 | 14 (+2), save +4 |
Gear Daggers (6), Leather Armor
Senses Passive Perception 11
Languages Common plus one other language
CR 1 (XP 200; PB +2)
Actions
Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.
Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.
Enthralling Panache. Wisdom Saving Throw: DC 12, 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.
Pirate Captain
Medium or Small Humanoid, Neutral
AC 17 · Initiative +7 (17)
HP 84 (13d8 + 26)
Speed 30 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 10 (+0), save +3 | 18 (+4), save +7 | 14 (+2), save +2 | 10 (+0), save +0 | 14 (+2), save +5 | 17 (+3), save +6 |
Skills Acrobatics +7 , Perception +5
Gear Pistol, Rapier
Senses Passive Perception 15
Languages Common plus one other language
CR 6 (XP 2,300; PB +3)
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. 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.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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