Pirate Admiral

Monster Manual (2025) p. 242

Size
Small
Type
humanoid
Alignment
neutral
AC
20
Initiative
10
Hit Points
182 (28d8+56)
Speed
walk 30 ft.
Saving Throws
Str +6, Wis +6, Dex +10, Cha +8
Skills
Athletics +6, Acrobatics +10, Perception +6
Passive Perception
16
Languages
Common plus one other language
Challenge
12
Lineage
Pirate
Environment
any
STR
14
+2
DEX
22
+6
CON
14
+2
INT
12
+1
WIS
14
+2
CHA
19
+4

Traits

Proficiency Bonus

+4

Gear

Pistol, Scimitar

Treasure

Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme. Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

Size

Small, Medium

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.

Rally (1/Day) (Bonus Action)

The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate's next turn, the targets have Advantage on attack rolls and saving throws.

recharge

1/DAY

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.

Other data

description

The term "pirate" encompasses a broad range of seafarers, including vicious sea rovers, dogged privateers, cursed treasure hunters, and others who seek riches and fame on the seas. Pirates might be allies, foes, wild cards, or some combination thereof. While they are the bane of merchants and coastal communities, they know secrets of the sea and how to avoid aquatic threats. More unusual pirates set their sights beyond the waves, using airships, spelljamming vessels, plane-shifting craft, or stranger vehicles to explore and raid incredible realms.

Pirate Flags: To terrify opponents and spread their reputations, pirate crews fly distinctive flags. Roll twice on or choose results from the Pirate Flags table to inspire what flag a pirate crew sails under.

Pirate Flags Shows:

1d8The Flag Shows A...
1Buccaneer
2Dragon
3Fiend
4Goat
5Kraken
6Merfolk
7Skull
8Whale

Pirate Flags With:

1d8With...
1A captain's hat
2Crossbones
3Crossed blades
4An eye patch
5Lightning bolts
6A mug of ale
7A tattoo
8A treasure chest

Pirate Admiral: Pirate admirals command whole pirate fleets. They undertake audacious ventures, such as challenging the navies of coastal nations, hunting legendary sea creatures, or carving out their own pirate kingdoms. Pirate admirals might launch their fleets from hidden fortresses where they hoard their treasure—or keep maps to where they've hidden their riches. Some pirate admirals ally with the followers of oceanic deities, underwater dwellers, and sea monsters, as well as their fellow scalawags.