b'Goblin, Cave Runt \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblinoid),  neutral evil  \n'b'  Armor Class  12  Hit Points  5 (2d6 ? 2)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  14 (+2)  CON:  8 (-1)  INT:  7 (-2)  WIS:  6 (-2)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Stealth  +4  Senses   darkvision  120 ft., passive  Perception  8  Languages  Goblin  Challenge  1/8 (25 XP) \n'b' Special Traits \n'b'   Cavern Camouflage . The cave goblin runt has advantage on  Dexterity  ( Stealth ) checks while underground in caves and caverns. \n'b'  Cavern Stalker . The cave goblin can attempt to hide even when only lightly  obscured  by dim light. \n'b'  Hive Mind . The cave goblin runt gains a +1 bonus to its  Intelligence  and  Wisdom  modifiers for each cave goblin within 40 ft. of it, up to a maximum of +5. \n'b'  Sunlight Sensitivity . The cave goblin runt 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 cave goblin runt 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'   Dagger .  Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft., or range 20/60 ft., one target.  Hit : 4 (1d4 + 2) piercing damage. \n'b'  About \n'b' Runts, as the name would suggest, are the smallest cave goblin variety. Whether malformed through some genetic quirk or adapted to fill a niche is difficult to say.'