b'Goblin, Hill Champion \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblinoid),  neutral evil  \n'b'  Armor Class  17 (half plate)  Hit Points  33 (6d6 + 12)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  14 (+2)  INT:  9 (-1)  WIS:  8 (-1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Intimidation  +2  Senses   darkvision  60 ft., passive  Perception  9  Languages  Common, Goblin  Challenge  2 (450 XP) \n'b' Special Traits \n'b'   Battled Hardened . The hill goblin champion has advantage on saving throws against being  frightened . \n'b'  Nimble Escape . The hill goblin champion can take the  Disengage  or  Hide  action as a bonus action on each of its turns. \n'b'  Actions \n'b'   Multiattack . The hill goblin champion makes three attacks with its spiked chain. \n'b'  Spiked Chain .  Melee Weapon Attack : +5 to hit, range 10 ft., one target.  Hit : 7 (1d8 + 3) piercing damage. \n'b'  Reactions \n'b'   Slippery . If an  attack  on the hill goblin champion misses, it moves 5 feet away without provoking an opportunity  attack . \n'b'  About \n'b' Veterans of the fighting pits, champions are rare amongst goblins. \n'b' Most  goblin  fighters perish in their first bout against a wild beast or desperate slave, but those few that survive can become dangerously capable with a variety of exotic weapons and fighting techniques.'