b'Goblin Enforcer \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblin),  neutral evil  \n'b'  Armor Class  16 (chain mail)  Hit Points  112 (15d6 + 60)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  16 (+3)  CON:  18 (+4)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +7,  Stealth  +9  Senses   darkvision  60 ft., passive  Perception  17  Languages   Goblin   Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Brute . A melee weapon deals one extra die roll of its damage when the  goblin  hits with it (included in the  attack ). \n'b'  Nimble Escape . The goblin can take the  Disengage  or  Hide  action as a bonus action on each of its turns. \n'b'  Reckless . At the start of its turn, the goblin can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b'  Actions \n'b'   Multiattack . The goblin makes two greataxe attacks. \n'b'  Greataxe .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 18 (2d12 + 5) slashing damage. \n'b'  Javelin .  Melee or Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target.  Hit : 8 (1d6 + 5) piercing damage. \n'b'  Reactions \n'b'   Parry . The goblin adds 3 to its AC against one  melee attack  that would hit it. To do so, the  goblin  must see the  attack  and be wielding a weapon.'