Goblin Alchemist
Small Humanoid
Armor Class 13
Hit Points 10 (3d6)
Speed walk +30
Challenge 1/2
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