Goblin Admiral

Large humanoid (goblinoid), Commander, neutral evil


Armor Class
16 (leather armor)
Hit Points
154 (28d6+56)
Speed
30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 15 (+2) 13 (+1) 15 (+2) 20 (+5)

Condition Immunities
drowning
Skills
Insight +4, Intimidation +6
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Goblin
Challenge
11 (7,200 XP)
Proficiency Bonus
+4

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

Commander of the Seas. As a bonus action, the goblin admiral can end any condition on an allied creature that they can see within 30 feet.

To Me, Wretched! Whenever an allied goblinoid dies within 10 feet of the goblin admiral, the admiral can use their reaction to make a DC 14 Charisma check. On a success, a goblin dreg forms out of the corpse.

Actions

Multiattack. The goblin admiral makes three melee weapon attacks or one melee weapon attack and one ranged weapon attack.

Gun-Rapier. Melee Weapon Attack: +8 to hit, reach 5ft. one target. Hit: 8 (1d8+4) piercing damage.

Gun-Rapier (Ranged). Ranged Weapon Attack: +6 to hit, range 10/60ft., one target. Hit: 10 (2d8+2) piercing damage.

Gobbeard’s Blackwater (Recharge 6). The admiral carries a flask of water from the Pirate King’s own stash. When drunk, the admiral becomes hyperaware and hyperactive, as time around them seems to slow. They roll an additonal initiative. At the start of each round, they can choose which initiative they want to act on.

Engraved Flintlock (1/Day). While Hidden, the goblin admiral can shoot at a target within 90 feet. The target must make a DC 16 Dexterity saving throw, or take 13 (2d12) piercing damage on a failed save or half as much on a successful one.