Sources
CR
Type
Size
Alignment
Movement

Pirate Admiral

Small/Medium Humanoid, Neutral

Armor Class 20
Hit Points 182 (28d8 + 56)
Speed 30 ft.
STR
14
+2
DEX
22
+6
CON
14
+2
INT
12
+1
WIS
14
+2
CHA
19
+4
Saving Throws STR +6, DEX +10, WIS +6, CHA +8
Skills Acrobatics +10, Athletics +6, Perception +6
Senses passive Perception 16
Languages Common plus one other language
Challenge 12 (8,400 XP)

Actions

Multiattack. The pirate makes three attacks, using Scimitar or Pistol in any combination.

Scimitar. Melee Attack Roll: +10, reach 5 ft. Hit:16 (3d6 + 6) Slashing damage plus 7 (2d6) Poison damage, and the target suffers one of the following effects of the pirate's choice:

  • Awestruck
  • Poison

Pistol. Ranged Attack Roll: +10, range 30/90 ft. Hit:28 (4d10 + 6) Piercing damage.

Bonus Actions

Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate's next turn, the targets have Advantage on attack rolls and saving throws.

Reactions

Defensive Stance. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 4 to its AC against melee attack rolls (including the triggering attack) until the start of its next turn, possibly causing the attacks to miss.

Lore

Freebooters and Fortune Hunters