Pirate Captain
Ghosts of Saltmarsh p. 247
- Size
- Medium
- Type
- humanoid (any race)
- Alignment
- any alignment
- AC
- 14 (studded leather armor)
- Hit Points
- 45 (7d8+14)
- Speed
- walk 30 ft.
- Skills
- Athletics +5, Intimidation +4
- Passive Perception
- 10
- Languages
- any one language (usually Common)
- Challenge
- 2
- Lineage
- Pirate
Traits
Flourish
The captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack).
Sea Legs
The captain has advantage on ability checks and saving throws to resist being knocked prone.
Actions
Multiattack
The captain makes two attacks: one with its hand crossbow and one with its longsword.
Hand Crossbow
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Reactions
Shape Up, Ye Dog (2/Day)
Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.
recharge
2/DAY
Other data
description
Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain's impressive sword work and biting words inspire both confidence and fear in a ship's crew. Sigurd "Snake Eyes" is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh.