AC 13 (leather armor)
HP 10 (3d6; bloodied 5)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Skills Stealth +3 (+1d4)
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Poison Immunity. The goblin has immunity to poison damage and the poisoned condition.
Toxic Discharge. When the goblin is reduced to 0 hit points they explode into a 5-foot radius cloud of toxic gas. Each creature in the area makes a Dexterity saving throw against the goblin’s maneuver DC or takes 5 (2d4) poison damage.
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 alchemist’s fire. (You can substitute acid by altering the damage type.)
BONUS ACTIONS
Nimble Escape. The goblin takes the Disengage or Hide action.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.