Pirate icon: a person
Icon by Delapouite, CC BY 3.0

Pirate 5e stat block (2024)

Medium or small humanoid, neutral · CR 1 · new in the 2024 rules (SRD 5.2)

Armor Class
14 (leather armor)
Hit Points
33 (6d8 + 6)
Speed
30 ft.
Challenge
1 (200 XP)
STRDEXCONINTWISCHA
10 (+0)16 (+3)12 (+1)8 (-1)12 (+1)14 (+2)
Senses
passive Perception 11
Languages
Common plus one other language
Gear
Daggers (6), Leather Armor

Actions

Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.

Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.

Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.

The pirate isn’t in the 2014 SRD 5.1; this is its stat block from the SRD 5.2.

How many pirates for a fight?

A pirate is worth 200 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many pirates fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
1st112
2nd234
3rd348
4th5710
5th1012+12+
6th1212+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the pirate compares at CR 1

Against the 25 other challenge 1 monsters in the SRD 5.1, the pirate has more hit points than 16 of them, which makes it tougher than most at its CR. See every CR 1 monster.

StatisticPirateCR 1 average
Armor Class1412.9
Hit points3328

Similar monsters

Browse: all CR 1 monsters · humanoids · every monster