Goblin Corsair

Small humanoid (goblinoid), neutral evil


Armor Class
15 (studded leather)
Hit Points
28 (8d6)
Speed
30 ft., swim 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 10 (0) 7 (-2) 12 (+1) 14 (+2)

Condition Immunities
drowning
Skills
Stealth +6
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Goblin
Challenge
3 (700 XP)
Proficiency Bonus
+2

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

Deck Guard. While on familiar territory, the goblin corsair has advantage on Perception checks. Any attempt to hide against them must succeed on a DC 18 stealth check.

Sea Legs. While on familiar territory, the goblin corsair doesn’t suffer from the effects of difficult terrain. They also have advantage on Constitution checks regarding the sea.

Actions

Multiattack. The goblin corsair makes two melee attacks.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) slashing damage

Flintlock (1/Day). While Hidden, the goblin corsair can shoot at a target within 90 feet. The target takes 2d6 piercing damage on a failed DC15 Dexterity saving throw or half as much on a successful one.