Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +3 |
DEX | 18 | +4 | +7 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 10 | +0 | +0 |
WIS | 14 | +2 | +5 |
CHA | 17 | +3 | +6 |
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.
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.
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.
First
CR 5 not CR 6
It seems that this npc, like the swashbuckler from MPMM, is using dexterity and charisma for AC. Ironically, it's just like the new draconic bloodline sorcerer!
Dragon pirates!
I think it's more likely they are using their Dex save for their AC. Good boss for tier 2 players though!