Pirate Captain NPCs
Pirate Captain NPCs
Pirate Captains
The captain commands a ship of pirates
and maintains the loyalty of his lawless
buccaneers through bravado, cunning, and
audacity, as captains who fail to exhibit
these traits quickly lose their high position.
Captains are not only cunning strategists
and usually the best warriors among the
crew but also possess a presence that drives
their crew to fearless daring, causing foes to
lose their resolve and surrender.
Captain Tactics
Captains typically use their Warning Shot
ability before their All Aboard so that the
frightened targets can be pelted with
gunfire and left unable to get closer.
If the captain's forces are primarily
melee-focused and the opponent has a lot
of ranged attackers, it will use its All Aboard
ability first instead. Once a captain is out of
ammo, it will charge in if it has allies to help
it utilize its Opportunist reaction.
Armor Class 14 (hide armor) Pistol. Ranged Weapon Attack: +4 to hit, range 30/90
Hit Points 78 (12d8+24) ft., one target. Hit: 11 (2d6 + 4) piercing damage. The
Speed 30 ft., swim 20 ft., climb 30 ft. captain has four pistols; it can't use a pistol again until
it uses its action to load it.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 8 (1d8 + 4) slashing damage.
14 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 14 (+2) Warning Shot! (1/Day). The captain and each creature of
its choice that is within 60 feet of it that can hear it
Saving Throws Wis +3, Int +2 make a ranged weapon attack with disadvantage as a
Skills Athletics +4, Insight +3, Intimidation +4, reaction. Each creature attacked this way must succeed
Investigation +3, Perception +3 on a DC 12 Wisdom saving throw or be frightened of
Senses passive Perception 13 the captain for one minute. A frightened target can
Languages any two languages repeat the saving throw at the end of each of its turns,
Challenge 2 (450 XP) Proficiency Bonus +2 ending the effect on itself on a success.
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Pirate Admirals Pirate Kings/Queens
Pirate admirals are usually in charge of several ships of Pirate Kings and Queens are quite rare, typically rising from
buccaneers. This is no easy task, considering the unruly the ranks of seafaring marauders only once in a lifetime. To
nature of buccaneers. Pirate admirals are artful strategists earn such an unparalleled title, a pirate must command a vast
able to seize any weakness that presents itself within their armada of ships and perform infamous deeds. Pirate Kings
adversaries. and Queens of the past have commanded fleets powerful
enough to rival those of the nations they plundered. Indeed,
Pirate Admiral Tactics many kingdoms have been toppled or brought to the brink by
Pirate admirals differ from captains by having Sneak Attack such hordes.
and Raise Morale abilities. They are reliant on their minions
to help them consistently gain an advantage. Pirate King/Queen Tactics
Pirate kings & queens use the same tactics as admirals,
except they can gain advantage from their Ruthless ability to
trigger sneak attacks.
16 (+3) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3) Fire at Will! (1/Day). The admiral and each creature of its
choice that is within 60 feet of it that can hear it make
Saving Throws Dex +6, Wis +5, Int +5 a ranged weapon attack as a reaction. Each creature
Skills Athletics +6, Insight +5, Intimidation +6, attacked this way must succeed on a DC 14 Wisdom
saving throw or be frightened of the admiral for one
Investigation +5, Perception +5
Senses passive Perception 15 minute. A frightened target can repeat the saving throw
Languages any three languages at the end of each of its turns, ending the effect on
Challenge 5 (1,800 XP) Proficiency Bonus +3 itself on a success.
Pistol. Ranged Weapon Attack: +6 to hit, range 30/90
Indomitable (2/day). The admiral rerolls a failed saving ft., one target. Hit: 13 (2d6 + 6) piercing damage. The
throw. admiral has four pistols; it can't use a pistol again until
it uses its action to load it.
Quick Draw. The admiral can draw a weapon as part of
the attack it makes with the weapon. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage.
Raise Morale. When the admiral hits a creature with a
weapon attack, another creature of the admiral's choice Bonus Actions
within 60 feet that can see and hear it gains advantage
All Aboard! (1/Day). The admiral and each creature of its
on all saving throws until the end of its next turn.
choice that is within 60 feet of it that can hear the
Rakish. The admiral adds its Charisma modifier to admiral can immediately use its reaction to move up to
initiative rolls and to damage rolls for its attacks its speed toward a hostile creature that it can see or
(included in the attack). use an object action.
Reactions
Opportunist. Whenever a creature within 5 feet of the
admiral is hit by an attack made by a creature other
than it, the admiral can make a melee weapon attack
against that creature.
2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Pirate King/Queen Sneak Attack (1/Turn). The king/queen deals an extra 21
(6d6) damage when it hits a target with a weapon
Medium humanoid (any race), any non-lawful alignment
attack and has advantage on the attack roll, or when the
target is within 5 feet of an ally of the king/queen that
Armor Class 16 (studded leather) isn't incapacitated and the king/queen doesn't have
Hit Points 190 (20d8+80) disadvantage on the attack roll.
Speed 30 ft., swim 20 ft., climb 20 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The king/queen makes two attacks.
16 (+3) 18 (+4) 18 (+4) 16 (+3) 14 (+2) 20 (+5) Pistol. Ranged Weapon Attack: +8 to hit, range 30/90
ft., one target. Hit: 16 (2d6 + 9) piercing damage. The
Saving Throws Str +7, Dex +8, Wis +6, Int +7 king/queen has four pistols; it can't use a pistol again
Skills Athletics +7, Insight +6, Intimidation +9, until it uses its action to load it.
Investigation +7, Perception +6 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Senses passive Perception 16 target. Hit: 13 (1d8 + 9) slashing damage.
Languages any four languages
Hit 'Em All! (1/Day). The king/queen and each creature
Challenge 10 (5,900 XP) Proficiency Bonus +4
of its choice that is within 60 feet of it that can hear it
make a ranged weapon attack with advantage as a
Indomitable (3/day). The king/queen rerolls a failed reaction. Each creature attacked this way must succeed
saving throw. on a DC 17 Wisdom saving throw or be frightened of
Quick Draw. The king/queen can draw a weapon as part the king/queen for one minute. A frightened target can
of the attack it makes with the weapon. repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Rakish. The king/queen adds its Charisma modifier to
initiative rolls and to damage rolls for its attacks Bonus Actions
(included in the attack).
Break the Bilges! (1/Day). The king/queen and each
Raise Morale. When the king/queen hits a creature with creature of its choice that is within 60 feet of it that
a weapon attack, another creature of the king/queen's can hear the king/queen can immediately use its
choice within 60 feet that can see and hear it gains reaction to move up to its speed toward a hostile
advantage on all saving throws until the end of its next creature and then make one weapon attack against it.
turn.
Reactions
Ruthless. The king/queen has advantage on weapon
attacks if the target is frightened. Opportunist. Whenever a creature within 5 feet of the
king/queen is hit by an attack made by a creature other
than it, the King/Queen can make a melee weapon
attack against that creature.
3
Change Log Art Credit
1.0.0 Ramirez DePietro, Pillager - Anna Steinbauer, Wizards of
Document release the Coast
Admiral Beckett Brass - Jason Rainville, Wizards of the
Coast
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.