Pirate Admiral

(2024 Monster Manual)

Small humanoid, Neutral

Armor Class20
Hit Points182 (28d8 + 56)
Speed30 ft.
STRDEXCONINTWISCHA
14 (+2) 22 (+6) 14 (+2) 12 (+1) 14 (+2) 19 (+4)
Saving ThrowsCha +8, Dex +10, Str +6, Wis +6
SkillsAcrobatics +10, Athletics +6, Perception +6
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 16
LanguagesCommon plus one other language
Challenge12

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

    The target has the Charmed condition until the start of the pirate's next turn.

  • Poison

    The target has the Poisoned condition until the start of the pirate's next turn.

Pistol.

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

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.