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.
Command the Crew
One pirate within 30 feet immediately moves up to half its speed and makes one weapon attack.
Recharge 5
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.
Pirate's Resolve (1/Day)
When reduced to 0 HP, Hargrave instead drops to 15 HP.
Lair and Lair Actions
The passage widens, and the stale air of the mansion's cellar gives way to something colder.
Salt.
You smell the ocean before you see it.
The tunnel opens into a vast natural cavern beneath the cliffs. Black seawater rolls through a jagged opening in the rock wall, surging into a deep underground inlet. Each wave rises and falls against slick stone with a slow, thunderous crash.
A broad wooden dock has been hammered into the cavern floor, its posts crooked but sturdy. Two narrow rowboats knock gently against it, secured by thick ropes. Cargo nets hang from iron hooks driven into the stone walls, while barrels, wooden crates, and canvas-wrapped bundles are stacked throughout the cavern.
Lanterns burn from chains overhead, swaying slightly whenever the sea wind pushes through the cave. Their shifting light sends long shadows crawling across the walls.
Rope bridges and crude wooden walkways connect raised shelves of stone along the cavern's edges. Above you, partially hidden in darkness, narrow ledges overlook the main floor.
And at the far end of the cavern sits something strangely civilized.
A heavy wooden table stands upon a raised platform of stone. Maps are pinned beneath knives. An open bottle rests beside a silver cup. Behind it sits a high-backed chair that looks as though it was stolen from some wealthy merchant's dining room.
A faded naval banner hangs crookedly against the cavern wall.
Someone has slashed the kingdom's crest from its center.
Beneath it, carved deeply into the stone, are three words:
HARGRAVE OWNS THE TIDE.
Then you hear footsteps.
Not hurried.
Not frightened.
Slow.
Deliberate.
From behind the high-backed chair, a man steps into the lantern light.
Captain Leland Hargrave has been waiting for you.
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