Small Humanoid (Goblin), Lawful Evil
Armor Class 14
Hit Points 3 (1d4)
Speed 30 ft.
STR
6 (-2)
DEX
12 (+1)
CON
14 (+2)
INT
19 (+4)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws INT +8, WIS +8
Senses Passive Perception 15
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

Spellcasting. The Alchemist casts spells through potions. Each time a potion is used, the spell is cast as a 5th-level spell. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks).

Magic BubbleThe Alchemist is inside a magical floating bubble. The Bubble is resistant to all damage types, magical or otherwise besides Thunder. The Bubble has an AC of 15 and 100 hit points. The Bubble cannot regain hit points in any way. The Alchemist makes saving throws for the Bubble with his own statblock. Once the Bubble is destroyed it cannot come back. The Alchemist cannot be targeted while he is in the Bubble. The Alchemist cannot take damage while in the Bubble, including from AoE attacks.

Actions

Alchemist's Bag of Potions. The Alchemist takes two Potion actions. He can only take a maximum of one Consumption Potion action per turn.

Consumption Potion. Can only target self with the following potions:

Potion of bless, Potion of misty step, Potion of haste

Attack Potion. Can not target self with the following potions: 

Potion of arcane hand, Potion of black tentacles, Potion of blinding smite, Potion of destructive wave, Potion of fireball, Potion of animate objects

Bonus Actions

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

Reactions

Reaction Potion. Potion of shield, Potion of hellish rebuke, Potion of counterspell

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Alchemist is a red goblin, highly trained in the arts of Alchemy. He is clinically insane, and has no specific purpose or goal in mind other than to "make stuff and blow stuff up". He will go to any lengths to destroy a threat to him or his laboratory.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

BenDerDM

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