b'Goblin, Feral Goblin \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblinoid),  neutral evil  \n'b'  Armor Class  14  Hit Points  14 (4d6)  Speed  30 ft.\n'b' STATS STR: 6 (-2) DEX:  18 (+4)  CON:  10 (+0)  INT:  7 (-2)  WIS:  6 (-2)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Stealth  +6  Senses   darkvision  120 ft., passive  Perception  8  Languages  Goblin  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'   Cavern Camouflage . The feral cave goblin has advantage on  Dexterity  ( Stealth ) checks while underground in caves and caverns. \n'b'  Cavern Stalker . The feral cave goblin can attempt to hide even when only lightly  obscured  by dim light. \n'b'  Sunlight Sensitivity . The feral 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 feral 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'  Actions \n'b'   Multiattack . The feral cave goblin makes three attacks, one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 6 (1d4 + 4) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) slashing damage. \n'b'  About \n'b' Having been separated from the troop, either through infighting, societal collapse following the king\xe2\x80\x99s death, or simply wandering too far, the life of a feral is generally short, desperate and filled with violence.'