Pirate Captain

AC: 15 (leather armor) HP: 82 (11d8 + 33) Speed: 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 16 (+3)
Saving Throws
+6 +5 +6 +5 +3 +6
  • Skills: Perception +3, Persuasion +6, Stealth +5
  • Senses: passive Perception 13
  • Languages: Common, Aquan
  • Challenge: 5 (1,800 XP)
  • 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: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
  • Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  • Brave: The captain has advantage on saving throws against being frightened.
  • Commanding Presence: The captain can use a bonus action to give an ally that can see or hear them advantage on their next attack roll or saving throw before the start of the captain’s next turn.