b'Goblin, Cave \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblinoid),  neutral evil  \n'b'  Armor Class  14 (padded armor)  Hit Points  7 (3d6 ? 3)  Speed  30 ft.\n'b' STATS STR: 7 (-2) DEX:  16 (+3)  CON:  8 (-1)  INT:  7 (-2)  WIS:  6 (-2)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +5  Senses   darkvision  120 ft., passive  Perception  8  Languages  Goblin  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'\n'b'  Cavern Camouflage . The cave goblin has advantage on  Dexterity  ( Stealth ) checks while underground in caves and caverns. \n'b'  Cavern Stalker . The cave goblin can attempt to hide even when only lightly  obscured  by dim light. \n'b'  Hive Mind . The cave goblin gains a +1 bonus to its  Intelligence  and  Wisdom  modifiers for each cave goblin within 40 ft. of it, up to a maximum of +5. \n'b'  Sunlight Sensitivity . The cave goblin has disadvantage on  attack  rolls and  Wisdom  ( Perception ) checks that rely on sight if it, the target of its  attack , or what it is trying to perceive is in direct sunlight. \n'b'  Surprise Attack . If the cave goblin surprises a creature and hits it with a weapon  attack  during the first round of combat, the weapon deals an additional die of damage. \n'b'\n'b' Actions \n'b'\n'b'  Dagger .  Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 5 (1d4 + 3) piercing damage. \n'b'  Shortbow .  Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target.  Hit : 6 (1d6 + 3) piercing damage.'