- Challenge
- 2
- XP
- 450
- Size
- Medium
- Type
- humanoid
- Alignment
- any non-lawful
- Armour Class
- 15
- Hit Points
- 65
- Hit Dice
- 10d8 + 20
- STR
- 15
- DEX
- 16
- CON
- 14
- INT
- 14
- WIS
- 11
- CHA
- 14
Actions
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
Senses: passive Perception 10. Languages: any two languages. Saving throws: Str +4, Dex +5, Wis +2. Skills: Athletics +4, Deception +4. Speed: 30 ft..
SRD 5.1, p.397 · OGL 1.0a