Belt fulll of Pistols. The Pirate Captain has 6 loaded Pistols, which means he can ignore the reload proberty up to 6 times per battle.
Undead Fortitude. If damage reduces the Pirate to 0 hit points, it must make a Constitution saving throw with a DC of 3 + the negative hp damage taken , unless the damage is radiant or from a critical hit. On a success, the Pirate drops to 1 hit point instead.
Sneak Attack. Once per turn, the Pirate can deal an extra 4d6 damage to one creature it hits with an attack if you have advantage on the attack roll. It doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and the pirate doesn't have disadvantage on the attack roll.
Undead Nature. The pirate does not need sleep, food, and oxygen.
Born on the sea. The Pirate does not suffer movement restriction or disadvantages, due to fighting or moving on a ship e.g. heavy waves or climbing the sails.
Multiattack. The captain makes three attacks.
Cutlass.: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6+5 slashing damage plus 1d4 necrotic damage
Pistol. Ranged Weapon Attack: +8 to hit, reach 30/90 ft, one target. Hit: (1d10 +3) piercing damage
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.
The pirate can take 1 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The pirate regains spent legendary actions at the start of its turn.
Get up. The Captain targets 1 Dead member of his Crew and command them to get back up, restoring their health back to 1d4 hitpoints.
Gimme the Booty. The Captain moves up to his speed and Attacks once.







Comments