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Goblin Alchemist

With a mad glint in its eye, the goblin charges, a sparking fuse attached to the bottle in its hand and unstable explosives clanking together where they are strapped across its small chest.

Goblin Alchemist

CR 1 (400 xp)

NE small humanoid (goblin)
Init +2; Senses darkvision 60 feet; Perception -1

DEFENSE
AC 14, touch 13, flat-footed 12 (+1 Padded Armor, +1 Size, +2 Dex)
hp 5 (1d8+1)
Fort +2, Ref +4, Will +0

OFFENSE
Speed 30 ft.
Melee Dagger +0 (1d3/19-20)
Ranged Bomb +0 (1d6)

BASE STATISTICS
Str 10, Dex 15, Con 11, Int 12, Wis 9, Cha 6
Base Atk +0, CMB 0, CMD 12
Feats Extra Bombs
Skills Craft (alchemy) +5, Knowledge (arcana) +5, Knowledge (nature) +5, Spell craft +5, Stealth +8
Languages Common, Goblin

ECOLOGY
Environment Temperate forests and plains
Organization Tribe (It is rare for a Goblin tribe to have more than one Alchemist)
Treasure Alchemists Kit, Tender trig (3), Tanglefoot Bag (1), Alchemists Fire (1)

SPECIAL ABILITIES
Alchemy: Bomb 1d6, Brew Potion, Mutagen, Throw Anything

Fiery Goblin of Death:  Any time this character rolls a natural 1, this character explodes doing 2d6 splash damage to anything within 10ft.  This usually happens because of poor planning or storage of materials on the Goblin's part.  Whether it is a result of a cracked bottle, spilled components, or simply an unstable brew, the result is a fiery death for the Goblin Alchemist.


While all goblins have a fascination with fire, these deranged deviants take things much, much further.  A Goblin Alchemist typically comes about after a tribe of Goblins kill a traveling Alchemist.  On occasion, one of the more learned Goblins in the tribe will understand the adventurer's notes well enough to start down their own path of fiery destruction.

Author's Note: This monster variant appears in the Shores of Arcanum campaign setting.
Additional Ratings
Balance:
( 12 Votes )
Utility:
( 12 Votes )
Clarity:
( 13 Votes )


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