Goblin Cannoneer

Large humanoid (goblinoid), neutral evil


Armor Class
17 (wooden hull, cast iron pan)
Hit Points
38 (7d6+14)
Speed
30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 8 (-1) 6 (-2) 8 (-1)

Condition Immunities
drowning
Senses
darkvision 60 ft., passive perception 8
Languages
Common, Goblin
Challenge
4 (1,100 XP)
Proficiency Bonus
+2

NIMBLE ESCAPE. The goblin cannoneer can take the Disengage or Hide action as a bonus action on each of its turns.

SPEAK UP. The goblin cannoneer is always under the effects of the Deafened condition.

BREAK IT. The goblin cannoneer deals double damage to objects and structures when using their cannon.

NO EXPLODE. The goblin cannoneer takes half damage from their own cannons and explosions.

WOODEN HULL. The goblin cannoneer wears the wooden hull of a ship as armor. While wearing this armor, they are resistant to cold damage and vulnerable to fire. They automatically fail any attempts to hide. Their size increases from small to large.

Actions

Goblin Cannon. Ranged Weapon Attack +10 to hit, range 30/390ft., loading, one target. Hit: 18 (4d6+4) bludgeoning damage. This attack always has disadvantage when made against targets smaller than huge.

BOMBAS (Recharge 6). The goblin cannoneer loads their cannon with a special explosive ball. They must make a DC 10 Strength saving throw or drop the ball, causing it to explode. On a succesful save, they load the ball and fire it at a target within 200 ft, where it explodes. When the ball explodes, anything within 30 ft. of the target takes 1d12 blugeoning damage plus 2d10 burning damage.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6+4) slashing damage

Flintlock (1/Day). While Hidden, the goblin cannoneer can shoot at a target within 90 feet. The target takes 2d6 piercing damage on a failed DC 15 Dexterity saving throw or half as much on a successful one.