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)
STR
DEX
CON
INT
WIS
CHA
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 level
Low
Moderate
High
1st
1
1
2
2nd
2
3
4
3rd
3
4
8
4th
5
7
10
5th
10
12+
12+
6th
12
12+
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.