Agile Crew. Clockwork goblin crew are built to skillfully maneuver the tumultuous decks of skyships. They can climb any vertical surface, mast, rigging, or sails without needing to make an ability check in anything less than whole gale force winds (Beaufort 10).
Clockwork. This creature has the Clockwork trait.
Clockwork Mind. Clockwork crew can be controlled as an action by entities with "Command Clockwork" action.
Obedient-ish. Despite their constructed being, clockwork goblems are imbued with a chaotic nature. Sailing a skyship requires a quickness of mind that normal constructs do not possess. As such, clockwork goblems are imbued with enough independence of thought that they can adapt to the roiling circumstances of airborne navigation and battle. They can act independently of their brutal masters and still possess enough self-awareness to duck and cover when a fight goes awry. Clockwork goblems reduced below half hit points will attempt to disengage and find cover to focus on ranged attacks.
Clockwork Code. This language is an intricate combination of clicks, grinding gears, whistles, and whirring metal understood by Clockwork constructs.
Mistvision. This creature can see normally through fog, mist, or clouds up to 120 feet.
Boarding. The Clockwork goblem can use its movement to complete a boarding maneuver on an adjacent skyship or other target. The goblin swings over using the rigging of it's ship and can complete an action Cutlass attack at -1 to hit.
Dagger. Melee Weapon Attack: +, reach 5ft, one target. Hit: 3 (1d4) piercing damage.
Cutlass. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Finesse, Light. Thrown (range 20/60).
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Flintlock Pistol. Ranged Weapon Attack: +1 to hit, range 20/60 ft., one target. Hit: 6 (1d10) piercing damage.
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Small Bomb. Ranged weapon Attack: +0 to hit. As an action, the goblem can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
Description
Forged in unknown foundries and powered with arcane magic, these mechanical crew plague the skies of Seorsus with their depredations. Despite their diminutive size and goblinoid appearance, they are a force with which to be reckoned. Their eyes glow with the pale blue of electricity as they swing from their frigates onto hapless skyships of explorers and merchants.
While they stand no more than 3 feet tall, they can cut a daunting figure on the skyline as they hold cutlass in metal jaws and fire a flintlock pistol across the deck of their prey. Clad in a variety of rags and festooned in stolen jewels, clockwork goblem crew embrace their roles as pirates and privateers, a scourge of sky isles and continents alike.
Clockwork goblem crew will attack with the ferocity driven by a gestalt controlling force but do have individualized consciousnesses that make them somewhat erratic. They will freely engage in melee combat and boarding actions while fully functional but tend to retreat when damaged, that is until their betters drive them back into the fray to conquer and pillage. Individually they can be a menace to many civilian passengers. As a mob or crew, even the heartiest of naval officers or adventurers meet their doom.
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