Pirate Captain
A pirate captain is elected, and all aboard sign the articles: shares by rank, a fixed rate for a lost limb, no fighting below decks, lights out at eight. She commands in a chase and a boarding and has no authority the rest of the time. She runs a submersible out of a drowned harbor, takes ships that can be taken without a fight, and has not been voted down in nine years.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft., swim 30 ft.
- Armor class
- 17
- Hit points
- 136 (21d8 + 42)
- Proficiency
- +3
- STR 14 +2 save +2
- DEX 18 +4 save +7
- CON 15 +2 save +2
- INT 17 +3 save +3
- WIS 15 +2 save +5
- CHA 18 +4 save +7
- Skills
- Athletics +5 , Deception +7 , Intimidation +7 , Perception +5 , Piloting +7 , Persuasion +7
- Passive Perception
- 15
- Languages
- Common, Meridian Cant, Primordial
Equipment
Traits
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Articles
Allied crew within 60 feet that can hear her have advantage on saving throws against being Frightened, and will not break an order given during an action.
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Judge the Odds
The captain refuses an engagement she judges even, and has advantage on Insight checks to judge one.
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Sea Legs
The captain cannot be knocked Prone aboard a vessel and ignores difficult terrain caused by a moving deck.
Actions
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Multiattack
The captain makes three attacks.
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Cutlass
+7 to hit · reach 5 ft.
1d10 + 4 slashing damage
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Pistol
+7 to hit · medium range
1d10 + 4 ballistic damage
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Order Boarding
Up to six allies within 60 feet immediately move up to their speed and make one attack each, with advantage against any creature that has not acted yet.
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Demand Surrender
One crew or vessel within 300 feet makes a DC 15 Charisma save. On a failure it surrenders, and she takes the ship without a shot.