Heavy Armour. The goblin has disadvantage on Dexterity (Stealth) checks to hide. Weak Poison. As an action, the goblin can coat its weapon or up to three pieces of ammunition in a weak poison it made. The poison lasts for up to 1 minute in open air. Any creature hit by the poison must succeed on a DC 10 Constitution saving throw or take 1d6 poison damage and become Poisoned until the start of the goblin's next turn. Keep em' at Bay. The goblin can use its reaction to make a whip attack with Disadvantage when a creature enters its reach. If it hits, that creature's speed immediately becomes 0 for the rest of the turn. Small Fighter. Any weapon that has the Light property also has the Finesse property when used by this creature.
Waraxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 5 (1d4+3) slashing damage. Hunting Bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.