Armor Class: 14 (with mage armor)
Hit Points: 7 (2d6 +0)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
6 (-2)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
13 (+1)
Quarterstaff. Melee Weapon Attack +0 to hit, reach 5 ft, one target. Hit: 1 (1d6 -2 ) bludgeoning damage. Properties: Versatile (1d8),
Spellcasting. the Evoker is an 2nd-level sorcerer. Its spellcasting ability is Charisma (spell save DC 11, to hit with spell attacks +3)
Cantrips (at will): True Strike, Blade Ward, Shocking Grasp, Friends,
1st level (3 slots): Jump, Feather Fall, Magic Missile, False Life, Disguise Self, 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.