Free interactive D&D 5e SRD stat block

Pirate Captain

Medium Humanoid, CR 6, AC 17, 84 HP. Neutral.

Medium Humanoid, Neutral

AC
17
Initiative
+7 (17)
HP
84 (13d8+26)
Speed
30 ft.
ScoreModSave
STR 10 +0 +3
DEX 18 +4 +7
CON 14 +2 +2
INT 10 +0 +0
WIS 14 +2 +5
CHA 17 +3 +6
Skills
Acrobatics +7 , Perception +5
Senses
Passive Perception 15
Languages
Common plus one other language
CR
6 (XP 2,300; PB +3)
Gear
Pistol, Rapier

Actions

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.

Bonus Actions

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.

Reactions

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.

How to run Pirate Captain

A pirate captain is a duelist with a pistol and a personality. Initiative +7 means they almost always go first, and the opening round should establish that this is not a brawler. Open with one Pistol shot from 30 feet at the squishiest target (+7 to hit, 15 average piercing), then close to rapier range with the remaining movement. The party should know that this captain has a gun before the fight, because guns change how players think about cover.

Multiattack is three attacks in any combination of Rapier and Pistol. The Rapier rider is the trick: a hit grants Advantage on the next attack before the end of the turn, so the order is Rapier first, then Rapier at Advantage, then Pistol at Advantage if the second Rapier landed. With +7 to hit and 13 piercing on the rapier plus 15 on the pistol, the captain can put 41 average on a single PC in one turn. The optimized opener at range is three Pistol shots if the captain has the ammunition.

Captain's Charm is the bonus action. DC 14 Wisdom save or Charmed until the start of the captain's next turn. Use it on the party's biggest hitter the round before the captain wants to disengage, or on the healer to deny a clutch heal. A Charmed paladin watches their cleric die and does nothing.

Riposte is the reaction. When the captain is hit by a melee attack, they add 3 to their AC against that attack and, on a miss, get a free Rapier strike. AC 17 plus 3 is AC 20, which turns most low-end melee attacks into misses. Save Riposte for the fighter's biggest swing, not the rogue's first try.

The captain retreats at 30 HP. They have a ship to sail and a crew waiting for orders. Have them slash a rope, drop into a longboat, and salute the party as they row out of range.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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