Goblin Brewmaster

Small humanoid (goblinoid), neutral evil


Armor Class
11 (hide armor)
Hit Points
54 (12d6+12)
Speed
30 ft.

STR DEX CON INT WIS CHA
8 (-1) 9 (-1) 12 (+1) 16 (+3) 15 (+2) 12 (+1)

Skills
Medicine +6, Stealth +3
Senses
darkvision 60 ft., passive Perception 12
Languages
Common, Goblin
Challenge
4 (1,100 XP)
Proficiency Bonus
+2

Nimble Escape. The goblin brewmaster can take the Disengage or Hide action as a bonus action on each of their turns.

A Potion for Every Ailment. The brewmaster can use their bonus action to make a DC 15 Medicine check. On a success, an adjacent allied goblinoid is cured of one condition they are currently suffering from.

Up to Snuff. Unless the brewmaster is surprised at the start of combat, the brewmaster and all of their allied goblinoids start combat with an unconsumed brew found in the Brew Me a… ability, which can be consumed as a bonus action.

Actions

Multiattack. The goblin brewmaster makes two attacks with their quarterstaff, or one with an elemental vial.

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 2 (1d6-1) bludgeoning damage.

Quarterstaff (Two-Handed). Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 3 (1d8-1) bludgeoning damage.

Elemental Vial. Ranged Weapon Attack: +1 to hit, range 10/60 ft., one target. Hit: 7 (3d4) cold or fire damage plus 7 (3d4) lightning or acid damage.

Brew Me a… The brewmaster concocts a potion that can be consumed as a bonus action. As part of this action, the brewmaster may choose to hand this potion to an adjacent allied goblinoid. The potion grants the drinker one of the following:

Brutal Brew. Advantage on Attack rolls until they successfully land an attack, for a maximum of one minute.

Balanced Brew. Advantage on all saving throws until they succeed on one, for a maximum of one minute.

Barely Visible Brew. Advantage on Hide rolls until they take the Attack action, for a maximum of one minute.

Brilliant Brew. The ability to cast the Magic Missile evocation spell at 1st level one time, for a maximum of one minute.

Bustling Brew. The ability to take the Dash action as a free action on their turn.

Bountiful Brew. 2d4 temporary HP.

Baleful Brew. 2d4 extra necrotic damage the next time they deal damage, for a maximum of one minute.

Boozy Brew. Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until they next take damage, for a maximum of one minute.

Desperate Times… (1/Brewer’s Cask.) The brewmaster combines as many vials and potions as they can into their brewer’s cask. The cask explodes, and all creatures in a 15-foot-radius must make a DC 13 Constitution saving throw. A creature takes 1d8 damage of all of the following damage types on a failed save, or half as much damage on a successful one: acid, cold, fire, force, lightning, poison, psychic, and thunder damage (8d8 total damage). The brewmaster automatically fails their saving throw. If the brewmaster survives, their cask is destroyed, and they can no longer brew potions. The brewmaster can only carry one Brewer’s Cask at a time, and must find another before they can use this ability again.