Goblin Alchemist

Small humanoid (goblinoid), neutral evil

Armor Class

14 (studded leather)

Hit Points

10 (3d6)

Speed

30 ft.

Skills

Stealth +6

Senses

darkvision 60 ft.

Languages

Common, Goblin

Challenge

1/2

Nimble Escape

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

Actions

Club

Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage.

Alchemist's Fire (5/Day)

Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: The target is covered in flaming adhesive, and takes 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Acid Vial (3/Day)

Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d6) acid damage.