Small Humanoid (Goblinoid), Chaotic Neutral
Armor Class 15 (studded leather)
Hit Points 197 (10d20 + 20)
Speed 70 ft.
STR
20 (+5)
DEX
19 (+4)
CON
19 (+4)
INT
20 (+5)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws STR +11, DEX +10, WIS +8
Skills Acrobatics +12, Athletics +4, Deception +4
Damage Vulnerabilities Cold
Damage Resistances Damage Dealt By Traps
Damage Immunities Poison
Condition Immunities Frightened, Poisoned, Prone
Senses Darkvision up to 30 ft., Passive Perception 10
Languages Common, Goblin
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Actions

Multiattack. The captain makes seven melee attacks: two with his rapier and one with his dagger. Or Carl makes two ranged attacks with his daggers.

Rapier. Melee Attack: +9 to hit, reach five ft., one target. Hit: 7

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Parry. Carl adds 2 to his AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon.

Backflip. Carl can leave a PC's melee range without taking an opportunity attack. To do so, he must make an acrobatics roll of 12 or higher.

Description

A goblin raider, Carl has made a name for himself across the land as "King of then Bandits" and "The Green Baron." He wears a feathered tricorn at all times. An expert swordsman, he is said to be the Greatest Swordmaster of the East .

Monster Tags: NPCGoblinoid

Habitat: ArcticCoastalDesertForestHillUrban

TonySpaghetti

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