Armor Class: 16 (with mage armor)
Hit Points: 13 (2d6 +6)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
8 (-1)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
18 (+4)
Skills: Stealth +5 Arcana +3 Intimidation +6 Perception +2 Athletics +1
Saving Throws: Charisma +6 Constitution +5
Quarterstaff. Melee Weapon Attack +1 to hit, reach 5 ft, one target. Hit: 2 (1d6 -1 ) bludgeoning damage. Properties: Versatile (1d8),
Spellcasting. the Evoker is an 2nd-level sorcerer. Its spellcasting ability is Charisma (spell save DC 14, to hit with spell attacks +6)
Cantrips (at will): Acid Splash, Friends, True Strike, Message, Fire Bolt,
1st level (3 slots): Color Spray, Ray of Sickness, Detect Magic, Comprehend Languages, Mage Armor,
Ability Modifiers: -2 Str, +2 Dex
Small Size: small creatures should use d6 for hit dices
Stealthy: You have proficiency in the stealth skill. (even if DMG didn't say so, all the goblins on MM got stealth)
Nimble Escape: The creature can take the Disengage or Hide action as a bonus action on each of its turns .
Darkvision: 60ft (18m / 12sqr)
Languages: speaks Common and Goblin.