b'Goblin Hotman \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblinoid),  chaotic evil  \n'b'  Armor Class  14 \n'b' Hit Points  44 (8d6 + 16) \n'b' Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  18 (+4)  CON:  15 (+2)  INT:  5 (-3)  WIS:  8 (-1)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +6 \n'b' Damage Resistances  fire \n'b' Senses   darkvision  60 ft., passive  Perception  9 \n'b' Languages   Goblin  \n'b' Challenge  2 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Get Lit . As a bonus action, the  goblin  can set itself on fire. While on fire, it takes 7 (2d6) fire damage at the start of each of its turns, and its attacks gain special benefits detailed in their descriptions. The  goblin  only carries enough supplies to ignite itself once; after that it must acquire more before it can use this ability again. \n'b'  Hey, Fight\xe2\x80\x99s Over . If the  goblin  is on fire, it can extinguish itself as a bonus action. \n'b'  Nimble Engagement . The  goblin  can take the  Dash  or  Disengage  action as a bonus action on each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The  goblin  makes one Bite  attack  and one Leap  attack . \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) piercing damage. If the  goblin  is on fire, this  attack  deals an extra 7 (2d6) fire damage, and the smoke and fumes force the target to succeed on a DC 14  Constitution  saving throw or be  blinded  until the end of the target\xe2\x80\x99s next turn. \n'b'  Leap .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : The  goblin  grabs on to the target, entering its space and moving with the target whenever it moves. While grabbing a target, the  goblin  has advantage on  attack  rolls against that target. If the  goblin  is on fire, the target takes 7 (2d6) damage at the start of each of its turns while the  goblin  is grabbing it. An attached  goblin  can be removed by the grabbed character or an ally within 5 feet using by using an action to attempt a DC 16  Strength  ( Athletics ) check, removing the  goblin  on a success. Any forced movement that moves the  goblin  away from the target (or vice versa) ends the grab immediately.'