Goblin Alchemist (5e Creature)
From D&D Wiki
Goblin Alchemist[edit]
Small humanoid (goblinoid), neutral evil Armor Class 15 (chain shirt)
Saving Throws Con +3, Int +4 Fey Ancestry. The goblin has advantage on saving throws against being charmed, and magic can't put the goblin to sleep. Spellcasting. The goblin is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The goblin knows the following artificer spells: Cantrips (at will): green-flame blade, magic stone, ray of frost ACTIONSDagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Alchemist's Fire. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 2 (1d4) fire damage, and if the target is a creature, it is ignited. An ignited creature 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. BONUS ACTIONSNimble Escape. The goblin takes the Disengage or Hide action.
|
See 5e SRD:Goblin. |
Back to Main Page → 5e Homebrew → Creatures