Small Humanoid (Goblin), Chaotic Neutral
Armor Class 14 Natural Armor
Hit Points 45 (3d10 + 15)
Speed 25 ft.
STR
8 (-1)
DEX
16 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +5, INT +6
Skills Arcana +6, Perception +2, Sleight of Hand +5
Senses Darkvision 60, Passive Perception 12
Languages Common, Goblin, Orc
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Mounted Mastermind. While mounted on Muscles, Brains gains the following benefits: • Half cover from attacks made against him. • Advantage on attack rolls that rely on Dexterity. • When Muscles uses its action to Dash or Dodge, Brains can make a ranged attack as a bonus action.

Tinker’s Insight. Brains has advantage on Intelligence (Investigation) checks to analyze mechanical devices, traps, or magical constructs.

Actions

Cannon Shot. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 13 (3d6 + 3) fire damage.

Scrap Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 2 (1d4) poison damage.

Inventor’s Genius. Brains fiddles around in his scrap bag and creates a makeshift gadget that he immediately uses. Choose one of the following effects:

• Electro-Net: A target within 30 feet must make a DC 14 Dexterity saving throw or be restrained. The target can repeat the saving throw at the end of its turns.

• Smoke Bomb: A 20-foot radius sphere of smoke appears centered on a point within 30 feet. The sphere lasts for 1 minute or until dispersed by wind.

• Concussive Charge: A target within 20 feet must succeed on a DC 14 Constitution saving throw or be deafened and unable to take reactions until the end of its next turn.

• Fireworks Launcher: All creatures in a 15-foot cone must succeed on a DC 14 Dexterity saving throw or take 9 (2d8) fire damage and be blinded until the end of Brains’ next turn.

Once Brains chooses one of these effects, he cannot use that same effect again for the next two rounds.

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