Miniblin Captain (5e Creature)
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Small humanoid (moblin), chaotic evil
Martial Advantage. Once per turn, the miniblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the miniblin that isn't incapacitated.
Spider Climb. The miniblin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The miniblin makes two melee attacks.
Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 8 (1d8 + 3) piercing damage if used in two hands to make a melee attack.
Slingshot. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
A miniblin captain is the result of extensive military training, and decent armor. This sort of miniblin usually is not usually a result of its own merit. Rather, it's what happens when one is indentured with particularly serious or martial tribes of moblins—such as forest moblins or certain bulblins—who make the effort of turning their servant into something useful.
- Moblin, the race to which this creature belongs
- Miniblin, the most common form of miniblin, which lacks extensive martial training
- Aquatic miniblin, an uncommon form of miniblin adapted to an amphibious lifestyle