Sources
CR
Type
Size
Alignment
Movement

Pirate Captain

Medium Humanoid (any race), Any alignment

Armor Class 14 (studded leather)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
16
+3
DEX
14
+2
CON
14
+2
INT
11
+0
WIS
10
+0
CHA
14
+2
Skills Athletics +5, Intimidation +4
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)

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.

Lore

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.