Goblin Pyromaniac

Small humanoid (goblinoid), neutral evil


Armor Class
13
Hit Points
63 (14d6+14)
Speed
30 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 12 (+1) 16 (+3) 8 (-1) 8 (-1)

Skills
Stealth +7
Damage Resistances
fire
Senses
darkvision 60 ft., passive Perception 9
Languages
Common, Goblin
Challenge
3 (700 XP)
Proficiency Bonus
+2

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

Putting the Maniac In… The goblin pyromaniac will stealthily follow their target from place to place, lighting fire to buildings and surrounding areas as they go.

Goblinfyre. A goblin pyromaniac’s fires are identifiable by their green smoke and the smell of rotten meat that accompanies the scents of fire. These fires and the fires of their torches are made by a secret combination of herbs and organs and is not magical. Goblinfyre can be used to ignite flammable materials. Inflammable materials, such as stone, cannot be ignited, but Goblinfyre can spread to it. Goblinfyre grows by 5 feet at the start of each round, such that a 10-foot square becomes a 15-foot square, or at a rate of 50 feet per minute.

Actions

Multiattack. The goblin pyromaniac makes two melee attacks or one ranged attack with their torch.

Torch. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 7 (2d6) fire damage.

Torch (2/Day). Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 7 (2d6) fire damage. On a critical hit, the flame Ignites.

Ignite. The pyromaniac can use their torch to ignite an adjacent flammable target with Goblinfyre. If the target is an unwilling creature, the creature must succeed on a DC 13 Dexterity saving throw or become ignited. If the target is wet or damp, the pyromaniac must use Ignite on it two turns in a row.

Immediately upon becoming ignited, and at the start of each of its subsequent turns, the target takes 5 (1d10) fire damage. A target can remove this effect by being doused or submerged in water. A creature can also stop, drop, and roll to remove the effect, which uses an action and leaves it prone.

If a target that is ignited starts its turn in or moves into an unignited space, roll a d20. On a 10 or lower, the unignited space becomes ignited.

If a creature starts their turn in or moves into a space that is ignited with Goblinfyre, it must make a DC 14 Dexterity saving throw. On a failure, it takes 5 (1d10) fire damage. If it fails twice in a row, they are ignited with Goblinfyre.

Goblin Tinderhead

Small humanoid (goblinoid), Minion, neutral evil


Armor Class
13 (fire blanket)
Hit Points
21 (6d6)
Speed
40 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 10 (0) 7 (-2) 4 (-3) 8 (-1)

Skills
Stealth +6
Damage Immunities
fire from nonmagical sources
Senses
darkvision 60 ft., passive Perception 7
Languages
Common, Goblin
Challenge
1/4 (50 XP)
Proficiency Bonus
+2

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

Ablaze. The tinderhead can use their bonus action to set themselves on fire if they are adjacent to a source of fire or goblinfyre. They can use a bonus action to extinguish themselves using their fire blanket.

Fire Blanky No Worky. At the start of every turn a tinderhead is Ablaze, roll a d20. On a 5 or lower, the tinderhead dies immediately.

Flaming Charge. While Ablaze, if the tinderhead moves at least 10 feet straight toward a target and then hits it with its headbutt attack on the same turn, the target takes an additional 5 (2d4) fire damage. If the tinderhead is Ablaze with Goblinfyre and if they critically succeed on their attack roll, the target is Ignited (using the ability found on the Goblin Pyromaniac’s stat block).

Actions

Headbutt. Melee Weapon Attack +4 to hit, reach 5ft., one target. Hit: 3 (1d3+2) bludgeoning damage. If the tinderhead is Ablaze, deals an additional 3 (1d6) fire damage.