Sources
CR
Type
Size
Alignment
Movement

Pirate First Mate

Medium Humanoid (any race), Any alignment

Armor Class 16 (chain mail)
Hit Points 26 (4d8 + 8)
Speed 30 ft.
STR
14
+2
DEX
11
+0
CON
14
+2
INT
11
+0
WIS
10
+0
CHA
13
+1
Skills Athletics +4, Intimidation +3
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1 (200 XP)

Traits

Sea Legs. The first mate has advantage on ability checks and saving throws to resist being knocked prone.

Actions

Multiattack. The first mate makes two attacks with its longsword.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. If the target is a creature, the first mate can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 14 Strength saving throw or drop one item it is holding on the ground.

Lore

These no-nonsense sailors are the trusted allies of a pirate ship's captain. Ex-soldiers and trained mercenaries often find employment as mates aboard pirate ships. In The Sinister Secret of Saltmarsh, Bloody Bjorn serves as the first mate aboard Sea Ghost.