Fire Goblin
Small humanoid, neutral evil
Armor Class
15 (natural armor)
Hit Points
45 (10d6 + 10)
Speed
20 ft.
STR
14 (+2)
DEX
18 (+4)
CON
13 (+1)
INT
16 (+3)
WIS
10 (+0)
CHA
12 (+1)
Damage Immunities
fire
Damage Resistances
lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities
cold
Senses
darkvision 120 ft., passive Perception 13
Saving Throws
Dex +7, Con +4
Skills
Deception +4, Perception +3, Stealth +7
Languages
Common, Goblin, Sylvan
Challenge
7 (2,900 XP)
Flaming Arrows. Fire goblins are adept at manufacturing flaming arrows, and coupled with their produce flame cantrip, a fire goblin with prepared arrows (wrapped and treated to be easily flammable) may set up to 2 arrows on fire as a seamless part of each turn’s attack, without requiring a separate action. Preparing an arrow for such a use still takes the normal amount of time but can be done in advance and saved for a later battle.
Innate Spellcasting. The fire goblin’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The fire goblin can innately cast the following spells, requiring no material components:
-
At will: fire bolt, produce flame
-
3/day each: burning hands, flame blade, flaming sphere, heat metal
-
1/day: fireball, wall of fire
Actions
Multiattack. The fire goblin can make two attacks with its flaming arrows using its shortbow.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5–6). The goblin exhales fire in a 20-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.