b'Goblin, Hill Driver \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblinoid),  neutral evil  \n'b'  Armor Class  16 (chain shirt, shield)  Hit Points  17 (5d6)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  12 (+1)  CON:  10 (+0)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Intimidation  +2  Senses   darkvision  60 ft., passive  Perception  10  Languages  Common, Goblin  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Commander . Any goblinoids within 60 feet of the hill goblin driver that can hear it add +1 damage to their attacks. \n'b'  Nimble Escape . The hill goblin driver 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 driver makes two  melee attacks . \n'b'  Scimitar .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) slashing damage. \n'b'  Whip .  Melee Weapon Attack : +3 to hit, reach 10 ft., one target.  Hit : 3 (1d4 +1) slashing damage. \n'b'  Reactions \n'b'   Slippery . If an  attack  on the hill goblin driver misses, it moves 5 feet away without provoking an opportunity  attack . \n'b'  About \n'b' Sometimes a chief will have a driver to keep underlings in line rather than doling out beatings personally. Particularly cruel and sadistic, even by  goblin  standards, drivers will also take delight in taking charge of the troop\xe2\x80\x99s captives. \n'b' The best fighters amongst the rank-and-file, warriors are the most able to acquire (and keep hold of) good quality weapons and armor, and act as leaders amongst raiding parties.'