b'Goblin Scout, Crazed \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblin),  neutral evil  \n'b'  Armor Class  15  Hit Points  40 (9d6 + 9)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  20 (+5)  CON:  13 (+1)  INT:  10 (+0)  WIS:  0 (-5)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Acrobatics  +7,  Perception  -1,  Stealth  +7  Senses   darkvision  60 ft., passive  Perception  9  Languages  Common, Goblin  Challenge  2 (450 XP) \n'b' Special Traits \n'b'   Goblin Gout . A crazed creature no longer desires magical trinkets such as weapons, armor, or magic items. Instead, it seeks only to take trophies from those it kills, such as teeth or ears. It leaves behind anything of actual value. Typically, a crazed creature possesses one weapon and shabby leather armor. \n'b'  Insane . The crazed goblin is immune to all spells and magical effects that impact the mind. \n'b'  Reckless . At the start of its turn, the crazed goblin can gain advantage on all melee weapon attack rolls that turn but attack rolls against it have advantage until the start of its next turn. \n'b'  Unpredictable . Opportunity attacks against the crazed goblin are made with disadvantage. \n'b'  Actions \n'b'   Multiattack . The goblin makes two attacks: one with its bite and one with its handaxe. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 6 (1d3 + 5) piercing damage, and the target must succeed on a DC 15  Constitution  saving throw or contract goblin gout. \n'b'  Handaxe .  Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 4 (1d6 + 1) slashing damage.'