Goblin Alchemist

Small Humanoid

Armor Class 13

Hit Points 10 (3d6)

Speed walk +30

Challenge 1/2

STR
8
-1
DEX
12
+1
CON
10
+0
INT
10
+0
WIS
10
+0
CHA
10
+0

Skills stealth +3

Senses darkvision 60 ft., passive Perception 10

Languages Common, Goblin

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: Level Up Advanced 5e Monstrous Menagerie · OGL/Open