b'Goblin Torturer \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblin),  chaotic evil  \n'b'  Armor Class  15 (18 with  mage armor )  Hit Points  72 (16d6 + 16)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  20 (+5)  CON:  13 (+1)  INT:  18 (+4)  WIS:  10 (+0)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Intelligence  +8,  Wisdom  +4  Skills   Arcana  +8,  Intimidation  +9,  Perception  +8,  Stealth  +9  Senses   darkvision  60 ft., passive  Perception  18  Languages  Common, Draconic, Giant, Goblin, Orc, Undercommon  Challenge  12 (8,400 XP) \n'b' Special Traits \n'b'   Nimble Escape . The Torturer can take the  Disengage  or  Hide  action as a bonus action on each of its turns. \n'b'  Sneak Attack (1/turn) . The Torturer deals an extra 14 (4d6) damage when it hits a target with a weapon  attack  and has advantage on the  attack  roll, or when the target is within 5 feet of an ally of the  goblin  that isn\xe2\x80\x99t incapacitated and the  goblin  doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'  Spellcasting . The Torturer is a 6th-level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'   Cantrips (at will) :  chill touch ,  mage hand ,  message , poison spray,  ray of frost  \n'b'  1st level (4 slots) :  detect magic ,  false life ,  mage armor ,  magic missile ,  shield  \n'b'  2nd level (3 slots) :  alter self ,  blur ,  darkness ,  invisibility ,  ray of enfeeblement  \n'b'  3rd level (3 slots) :  bestow curse ,  dispel magic ,  haste ,  lightning bolt  \n'b'\n'b'  Actions \n'b'   Multiattack . The Torturer makes three attacks: two with its shortsword and one with its dagger. \n'b'  Shortsword .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 8 (1d6 + 5) piercing damage, and the target must make a DC 15  Constitution  saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'  +1 Dagger .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 8 (1d4 + 6) piercing damage, and the target must make a DC 15  Constitution  saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'  Dagger .  Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 7 (1d4 + 5) piercing damage, and the target must make a DC 15  Constitution  saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.'