12 (15 with goblin armor)
40 (9d8)
walk 30 ft.
Int +6, Wis +4
Arcana +6, History +6
darkvision 60 ft.
any four languages, Goblin
6
Each time the goblin casts a spell (including cantrips), there is an accompanying surge of wild magic; roll on the PHB to determine the wild magic effect.
Booyahg Booyahg Booyahg can take the Disengage or Hide action as a bonus action on each of its turns.
The goblin is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The goblin has the following wizard spells prepared: • Cantrips (at will): fire bolt, light, goblin hand, prestidigitation • 1st level (4 slots): detect magic, goblin armor, magic missile, shield • 2nd level (3 slots): misty step, suggestion • 3rd level (3 slots): counterspell, fireball, fly • 4th level (3 slots): greater invisibility, ice storm • 5th level (1 slots): cone of cold
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing dagoblin.
Any spellcaster that can cast the find familiar spell (such as an archgoblin or goblin) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.