b'Goblin, Cave King \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblinoid),  neutral evil  \n'b'  Armor Class  9  Hit Points  55 (10d8 + 10)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  9 (-1)  CON:  12 (+1)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Intimidation  +3,  Persuasion  + 3  Senses   darkvision  120 ft., passive  Perception  10  Languages  Common, Goblin  Challenge  2 (450 XP) \n'b' Special Traits \n'b'   Cavern Camouflage . The cave goblin king has advantage on  Dexterity  ( Stealth ) checks while underground in caves and caverns. \n'b'  Cavern Stalker . The cave goblin king can attempt to hide even when only lightly  obscured  by dim light. \n'b'  Commander . All cave goblins within 120 feet of the cave goblin king who can see and hear it, can make an extra weapon  attack  with disadvantage as a bonus action. If within 20 feet of the cave goblin king, the  attack  does not suffer disadvantage. \n'b'  Sunlight Sensitivity . The cave goblin king 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'  Actions \n'b'   Club .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'  Reactions \n'b'   Divert Attack . When a creature the cave goblin king can see targets it with an  attack , the cave goblin king chooses another  goblin  within 5 feet of it. The two goblins swap places, and the chosen  goblin  becomes the target instead. \n'b'  About \n'b' Larger than other goblins, kings are content to stay put in the heart of their realm, receiving tribute and worship from their subjects, and viewing themselves as the supreme rulers of their petty empires.'