Medium Humanoid (Goblinoid), Chaotic Neutral
Armor Class 11 Padded
Hit Points 15 (2d8 + 3)
Speed 25 ft.
STR
7 (-2)
DEX
6 (-2)
CON
3 (-4)
INT
20 (+5)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws INT +7
Skills Arcana +12, Medicine +6
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Electric Touch. When using an unarmed strike against the Alchemist Goblin, you get zapped and take 2 damage.

Potion of Curing. If a spell effect hits a teammate, the Alchemist Goblin can cure them. Only works Twice.

 

Actions

Power Up. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (1d12 + 2) bludgeoning damage.

Goblin Staff. Ranged Weapon Attack: +4 to hit, range 25/60ft., 3 targets. Hit: 6 (2d6 + 1) lightning damage.

 

Reactions

Scaredy Cat. If the Alchemist Goblin is Sneak Attacked, they activate an electric blast around them dealing (1d4) to everyone around them including themself.

Description

The Alchemist Goblin is a goblin who grew up being extremely intelligent. And instead of going into government or becoming a soldier, decided to learn the ways of Alchemy. They also work on Arcane magic and experiment with anything magical or scientific. These goblins usually carry a giant pack on their back full of equipment with little goggles on their heads. The biggest thing they’ve experimented with is the power of Lightning. 

Lair and Lair Actions

The Alchemist Goblin lives in a giant tent where they control anything magical for their village,  Veryne. In this tent is filled with all of their experiments, potions, and findings of Arcane Magic.

Overcharge. If a goblin is within 5ft. of the Alchemist Goblin during their Power Up attack, the Alchemist Goblin on their turn will Power Up that goblin. The goblin hit will gain +6 Damage and Advantage on Strength and Constitution Saving Throws and -3 AC.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

SirVexington

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