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
Gear
Daggers (3), Pistol, Carpenter's Tools, Navigator's Tools
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.