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Goblin Alchemist A5E

CR 1/2 humanoid

Small humanoid, chaotic evil


Armor Class
13
Hit Points
10 (3d6)
Speed
30 ft.

STR8 (-1)
DEX12 (+1)
CON10 (+0)
INT10 (+0)
WIS10 (+0)
CHA10 (+0)

Saving Throws
Skills
Stealth +3
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, Goblin
Challenge
1/2 (100 XP) · Proficiency Bonus +2

Actions

Shortsword.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Shortbow.

Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Throw Vial.

Ranged Weapon Attack: +3 to hit, range 20/40 ft., one target. Hit: 3 (1d6) ongoing fire damage. A creature can use an action to douse the fire on a target ending all ongoing damage being dealt by alchemists fire. (You can substitute acid by altering the damage type.)

Bonus Actions

Nimble Escape.

The goblin takes the Disengage or Hide action.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details