Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. 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. Small Fighter. Any weapon that has the Light property also has the Finesse property when used by this creature.
Iron Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6) bludgeoning damage. Blowgun. Ranged Weapon Attack: +5 to hit, range 25/100 ft., one target. Hit: 1 piercing damage.