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.

small
humanoid
cr7
tome-of-horrors