
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.
