Small Humanoid (Kobold), Chaotic Good
AC 14 Hide Armor    Initiative +2 (12)
HP 18 (4d6)
Speed 30 ft.
Mod Save
STR 7 −2 −2
DEX 13 +1 +3
CON 9 −1 −1
Mod Save
INT 12 +1 +1
WIS 7 −2 −2
CHA 10 +0 +0
Skills Acrobatics +3, Sleight of Hand +3, Stealth +3, Survival +1
Senses Darkvision 60 ft.; Passive Perception 7
Languages Common, Draconic
CR 1/2 (XP 100; PB +2)
Traits

Siege Engineer. Once per short rest, Cap'n Grix can assess a building, ruin, or vessel for one hour and identify any weak points or structural vulnerabilites.

Jury Rig. Once per short rest, Cap'n Grix can improvise a functional tool, trap, or mechanical solution from available materials.

Helpful. Cap'n Grix can take the Help action as a bonus action.

 

Actions

Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: (1d4 + 2) Piercing damage.

Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: (1d10 + 3) Piercing damage.

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