Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 17 (studded leather)
Hit Points 70 (10d10 + 20)
Speed 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
17 (+3)
INT
17 (+3)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws STR +6, DEX +6, WIS +6
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Any two languages
Challenge 5 (1,800 XP)
Proficiency Bonus +3
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 its daggers.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 6) 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) piercing 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.

Description

The pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or 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.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

XanmantheSneaky

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