Goblin First Mate

Small humanoid (goblinoid), neutral evil


Armor Class
17 (ring mail, anchor)
Hit Points
44 (8d6+16)
Speed
20 ft. (anchor)

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 14 (+2) 10 (0) 12 (+1) 14 (+2)

Condition Immunities
drowning
Skills
Stealth +6, Deception +4
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Goblin
Challenge
5 (1,800 XP)
Proficiency Bonus
+3

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

Anchor. The first mate uses a large anchor as a shield. The anchor increases their AC by +3, gives them disadvantage on stealth, and reduces their speed by 10 feet. The goblin first mate may use their bonus action to gain half cover from their anchor until the start of their next turn.

Last Mate (Recharge 3-6). As a bonus action, the first mate allows an allied goblinoid within 10 feet to Disengage as a free action on their next turn.

Actions

Multiattack. The goblin first mate makes two melee weapon attacks and one ranged weapon attack.

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

Harpoon. Melee or Ranged Weapon Attack: +7 to hit, range 20/60ft., one target. Hit: 7 (2d6+4) piercing damange. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the first mate or be pulled up to 20 feet toward the first mate.

Flintlock (1/Day). While Hidden, the goblin first mate can shoot at a target within 90 feet. The target takes 7 (2d6) piercing damage on a failed DC 15 Dexterity saving throw or half as much on a successful one.

Reactions

Protector. When an enemy enters melee range of an allied goblinoid with the Commander instinct within 20 feet of the first mate, the first mate may swap places with the Commander. The first mate is still open to Attacks of Opportunity from this movement. The Commander is pushed 5 feet to an adjacent empty space. If there are no free spaces, the goblin first mate cannot use this reaction.