AC 16 (chain shirt, buckler shield)
HP 24 (7d6; bloodied 12)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Skills Stealth +4 (+1d4), Intimidation +3
Senses darkvision 60 ft., passive Perception 11
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
Multiattack. The goblin attacks twice with its scimitar.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Command Minions. Up to 3 goblins within 30 feet that can hear or see it use their reactions to make a single melee attack each.
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.