Goblin Captain

Small humanoid (goblinoid), Commander, neutral evil


Armor Class
15 (leather armor)
Hit Points
104 (19d6+38)
Speed
30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 16 (+3)

Condition Immunities
drowning
Skills
Stealth +6, Intimidation +6
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Goblin
Challenge
8 (3,900 XP)
Proficiency Bonus
+3

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

Wind in the Sails. If the goblin captain is aboard their ship, they have advantage on any Wisdom saving throws.

Dramatic Entrance. The captain always starts the first round of combat hidden. On this first round, they can toss two smokebombs in different points up to 60 feet away, each of which creates a 10 ft radius of Heavily Obscuring gray smoke which lasts until the start of the captain’s next turn. All creatures within the area must make a DC 16 Dexterity saving throw or become blind for 1d3 rounds. Allied goblinoids have advantage on the saving throw.

My Boys’ll Get Yar. If a member of Gobbeard’s Armada is within 5 feet of the captain when they attempt to grapple an opponent, they have advantage.

The Ocean Take Yar (2/Day). The goblin captain carries two flasks of salty seawater. If a creature within 5 feet of the captain is grappled, or is grappled by the captain, the captain can use a bonus action to force them to drink from a flask. The creature must succeed on a DC 17 Constitution check or begin to suffocate and take 2d8 damage, taking half that damage and not suffocating on a success. A creature manages to spit out the water and stop suffocating if they are no longer grappled.

Actions

Multiattack. The goblin captain makes two melee weapon attacks or one melee weapon attack and one ranged weapon attack.

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

Blunderbuss (Recharge 4-6). The goblin captain fires their blunderbuss, throwing shrapnel in a 15 foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d4 piercing damage on a failed save or half as much on a successful one.

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