Firearms Knowledge. The henchman’s mastery of its weapons enables it to ignore the loading property of firearms. In addition, the henchman does not have disadvantage in pepperbox attacks when an enemy is within 5 ft of it. Instead, it has advantage as it knows how to take advantage of point-blank shots with firearms.
Forearm Buckler Expert. The henchman has a special skill that enables it to use a special buckler mounted on its forearm. It can wield its rapier on the same hand as the arm carrying this small (but in its hands, effective) shield.
Sharpshooter. When the henchman hits with a pepperbox attack it can add its proficiency bonus to its damage roll. It also ignores any cover except full cover.
Multiattack. The henchman makes two rapier or two Pepperbox attacks or a combination of both.
Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) piercing damage.
Pepperbox. Ranged Weapon Attack (60/240): +10 to hit, range 30/90 ft., one target. Hit: 14 (1d10 + 9) piercing damage.
Hellfire Grenade (3/day). The goon throws a grenade up to 60 feet. Each creature within 20 feet of the grenade’s detonation must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one.
Cunning action. The goon can use a bonus action to take the Dash, Disengage, or Hide action.
Fast shooter. The henchman can attack once with a pepperbox as a bonus action.
Uncanny dodge. when an attacker that the henchman can see hits it with an attack, it can use its reaction to halve the attack's damage against it.