b'Goblin Leader \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblin),  neutral evil  \n'b'  Armor Class  17 (studded leather)  Hit Points  60 (11d6 + 22)  Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  20 (+5)  CON:  14 (+2)  INT:  12 (+1)  WIS:  8 (-1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +3,  Sleight of Hand  +9,  Stealth  +9  Senses   darkvision  60 ft., passive  Perception  13  Languages  Common, Goblin  Challenge  3 (700 XP) \n'b' Special Traits \n'b'   Nimble Escape . The goblin can take the  Disengage  or  Hide  action as a bonus action on each of its turns. \n'b'  Sneak Attack (1/turn) . The goblin 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'  Actions \n'b'   Multiattack . The goblin makes two attacks with its dagger. \n'b'  +1 Dagger .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 14  Constitution  saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'  Light Crossbow .  Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target.  Hit : 9 (1d8 + 5) piercing damage, and the target must succeed on a DC 14  Constitution  saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'  Reactions \n'b'   Redirect Attack . When a creature the  goblin  can see targets it with an attack, the goblin chooses another goblin with fewer hit dice within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.'