Wild Magic. Each time the goblin casts a spell (including cantrips), there is an accompanying surge of wild magic; roll on the Wild Magic Surge table in the Player's Handbook to determine the wild magic effect.
Nimble Escape. <$title_short_name$> can take the Disengage or Hide action as a bonus action on each of its turns.
Spellcasting. The goblin is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The goblin has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, goblin hand, prestidigitation
1st level (4 slots): detect magic, goblin armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:4 (1d4 + 2) piercing damage.
Spellcasters of any sort among the goblins are rare. Goblins typically lack the intelligence and patience needed to learn and practice wizardry, and they fare poorly even when given access to the necessary training and knowledge. Sorcerers are less prevalent among them than in many other races, and Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such…