14 (armor scraps)
19 (3d8 + 6)
30 ft., swim 30 ft.
Acrobatics +5, Athletics +4, Deception +3, Intimidation +3
bludgeoning
poison
exhaustion, poisoned
darkvision 60 ft.
the languages it knew in life
1
The undead pirate can take the Dash or Disengage action as a bonus action on each of its turns.
If the undead pirate loses a limb or other body part, it can reattach it.
The undead pirate has advantage on ability checks and saving throws to resist being knocked prone.
While in sunlight, the undead pirate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Only moonlight reveals the undead pirate's true skeletal form.
If damage reduces the undead pirate to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead pirate drops to 1 hit point instead.
The undead pirate makes two attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.