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.