Kryx RPGThemesMonsters

Goblin Alchemist

Small humanoid (goblinoid)
Challenge
1

STR
−1
DEX
2
CON
0
INT
2
WIS
−1
CHA
0

10
3d6
15
Fort
+1
Ref
+2
Will
+1
Defense note leather

Speed 5 m.
Skills Acrobatics +3 (14), Alchemy +4 (15), Stealth +5 (16)
Senses darkvision 10 m.
Languages Common, Goblin

Alchemy. The goblin alchemist’s alchemy ability is Intelligence (alchemical save DC 12, +4 to hit with alchemical attacks). It has 2 catalysts, a catalysts limit of 1, regains all expended catalysts when it finishes a long rest and regains half its total catalysts when it finishes a short rest. It knows the following concoctions:

1 catalyst: alchemical fire, fire bomb, fire breath, fire oil, nail bomb, protection from fire potion, smoke bomb

Nimble Escape. Once on its turn, the goblin can use the Disengage action or Stealth without using an action.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.

Forest, Grassland, Hill, Underdarkhomebrew

No concoctions, maneuvers, or spells

All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9