Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Spellcasting. The Alchemist Goblin is a 4th-level spellcaster. Its spellcasting ability is its Intelligence (spell save is DC14, +5 to hit with spell attacks)
It has the following spells prepared:
Cantrips (at will): Mage hand, minor illusion, fire bolt, shocking grasp.
1st level: Fog cloud, mage armor, magic missile.
2nd level: Cloud of daggers, mirror image
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Alchemical Bombs.
Ranged weapon attack. The Alchemist Goblin can throw up to two bombs per action. +5 to hit. Range 20ft. On hit, the target is hit by one of the following bombs:
Acid Vial. 3/day. Ranged Weapon Attack. Range 20ft. +5 to hit. On hit, the glass vial will break and douse the target creature in acid dealing 2d10 acid damage.
Alchemist Fire. 3/day. Ranged Weapon Attack. Range 20ft. +5 to hit. On hit, the glass vial will break and create an explosion of fire and the target creature will take 2d6 fire damage. Any creature within 5ft of explosion will have to succeed on a Dexterity saving throw DC12 or take 1d6 fire damage.
Web Grenade. 3/day. Ranged Weapon Attack. Range 20ft. +5 to hit. Each creature within 10 feet of a shattered web grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single web grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them.
Description
Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.
Comments