Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Pull It, Harder! (1/Per-tern) If the gunners gun misfires, they may use their bonus action to load it again and fire a very hazardous shot that increases the misfire by 2 for that shot. If the shot does not misfire, the jam is cleared and the original target of the shot takes an extra 5 1d10 piercing damage. If the shot does misfire, the gun explodes and the shooter takes 5 1d10 fire damage.
Multiattack. The goblin gunner makes two attacks. One with its firearm and one with its scimitar or grenade. Alternatively, it can make one with its firearm and one spent to reload or fix the firearm. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 1d6+4 slashing damage. Grenades. Thrown Explosive: +6 to hit, reach 20/60 ft., 5ft radius (DC13 Dex save). Hit: 6 2d6+4 fire damage. and one Musket. Two-Handed Ranged: +6 to hit, range 120/480 ft., one target. Hit: 6 1d12+4 piercing damage. Reload 1 misfire on 2. or Blunderbuss. Two-Handed Ranged: +6 to hit, range 15/60 ft., one target. Hit: 8 2d8+4 piercing damage. Reload 1, misfire 2. or Pistol. Light Ranged: +6 to hit, range 40/160., one target. Hit: 4 1d8+4 piercing damage. Reload 1, misfire 1.
"Two things let you know that a Goblin Gunner is on the battlefield. One being the sound of roaring gunfire as a line of muskets, pistols, blunderbusses, and boomsticks hurl hot lead down the battlefield. The Second is the following roar of laughter and mad cackling as the line of Goblins relish their kills... and prepare for another volley."
Hills, Plains, Grasses