Goblin Alchemist (5e Creature)

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Goblin Alchemist[edit]

Small humanoid (goblinoid), neutral evil

Armor Class 15 (chain shirt)
Hit Points 18 (4d6 + 4)
Speed 30 ft.

8 (-1) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 10 (+0)

Saving Throws Con +3, Int +4
Skills Arcana +4, Medicine +3
Tools Alchemist's Supplies +4
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin
Challenge 1/2 (100 XP)

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
1st level (3 slots): healing word, ray of sickness


Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 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 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.


Nimble Escape. The goblin takes the Disengage or Hide action.

See 5e SRD:Goblin.

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