Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 14 (leather)
Hit Points 33 (10d8)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws STR +3, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Nimble Action. On each turn the captain can use a bonus action to take a Dash or Disengage action.

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its whip. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+ 3) slashing damage. 

Hymn of Battle. As an action, the captain begins a song that magically boosts its attack. Whenever attacking and singing gain d4 to attack roll. Must maintain concentration to sing or the song and ability ends. 

Reactions

Parrot. 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

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of pirates in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, 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

JeffreyJosephKelly

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