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

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.

StrDexConIntWisCha
10 (+0), save +016 (+3), save +512 (+1), save +18 (−1), save −112 (+1), save +114 (+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.

StrDexConIntWisCha
10 (+0), save +318 (+4), save +714 (+2), save +210 (+0), save +014 (+2), save +517 (+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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