b'Goblin, Forest Sneak \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblinoid),  neutral evil  \n'b'  Armor Class  13 (leather armor)  Hit Points  9 (2d6 + 2)  Speed  30 ft., climb 30 ft.\n'b' STATS STR: 7 (-2) DEX:  14 (+2)  CON:  12 (+1)  INT:  10 (+0)  WIS:  8 (-1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Nature  +1,  Stealth  +4  Senses   darkvision  60 ft., passive  Perception  9  Languages  Common, Goblin  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'   Woodland Stalker . The forest  goblin  sneak can attempt to hide even when only lightly  obscured  by foliage as a bonus action on each of its turns. \n'b'  Woodland Camouflage . The forest  goblin  sneak has advantage on  Dexterity  ( Stealth ) checks while in the forest. \n'b'  Actions \n'b'   Punch Dagger .  Melee Weapon Attack : +4 to hit, range 5 ft., one target.  Hit : 4 (1d4 +2) piercing damage, and the target must succeed on a DC 13  Constitution  saving throw or take 1d4 damage at the beginning of each of its turns. At the end of each of its turns, the target can repeat the saving throw, ending the bleed effect on a success. \n'b'  Blowgun .  Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target.  Hit : 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 14  Constitution  saving throw or become  poisoned . At the end of each of its turns, the target can repeat the saving throw, ending the condition on a success. \n'b'  About \n'b' Sneaks are masters of camouflage and ambush, preferring to get up close to a quarry unseen to make best use of their short range weaponry. If they can get in range, hit the target with a  poisoned  dart, and get back to safety without being seen, so much the better as far as they\xe2\x80\x99re concerned.'