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
STR
16
+3
DEX
14
+2
CON
14
+2
INT
11
+0
WIS
10
+0
CHA
14
+2

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.