Small Humanoid (Goblinoid), Neutral Evil
Armor Class 14 (studded leather)
Hit Points 25 (6d6)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
10 (+0)
Skills Intimidation +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Air Legs. The goblin has advantage on saving throws and ability checks to avoid being knocked prone. 

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin makes two attacks with its scimitar or one with its pistol. The second attack has disadvantage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Pistol. Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 5 (1d10 + 2) piercing damage.

Reactions

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Shape Up, Ye Dog (2/day). Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

DavyV

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