b'Goblin, Forest Trapper \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblinoid),  neutral evil  \n'b'  Armor Class  12  Hit Points  3 (2d6 ? 4)  Speed  30 ft., climb 30 ft.\n'b' STATS STR: 7 (-2) DEX:  14 (+2)  CON:  7 (-2)  INT:  14 (+2)  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  trapper 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  trapper has advantage on  Dexterity  ( Stealth ) checks while in the forest \n'b'  Actions \n'b'   Stake .  Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 4 (1d4 +2) piercing damage. \n'b'  Set Trap . The forest  goblin  trapper can spend a number of  actions  on subsequent turns to deploy one of the following traps: \n'b'   Bear Trap (1\xc2\x962 actions) . The  goblin  trapper sets a bear trap and covers it with leaves and other debris. The bear trap can be detected with a DC 14  Wisdom  ( Perception ) check. If a creature steps on the bear trap, it must make a DC 15  Dexterity  saving throw. On a failed save the creature takes 9 (2d8) piercing damage, and its speed is halved until it removes the trap. The creature can use its action on its turn to make a DC 12  Strength  ( Athletics ) check to remove the bear trap. The  goblin  trapper can use one additional action while setting the bear trap to attach it to the ground with a metal spike and chain. If a creature is caught by the trap while it is attached to the ground in this way, the creature is  restrained  until it can escape the trap. \n'b'  Trip Line (2 actions; 1 action at each end) . The  goblin  trapper attaches a rope or vine to two points up to 25 ft. apart and 1 ft. off the ground. The trip line can be detected with a DC 12  Wisdom  ( Perception ) check. If a creature passes through the affected area it must make a DC 15  Dexterity  saving throw or fall  prone . \n'b'  Spike Trap (2-3 actions) . The  goblin  trapper pushes sharpened spikes into an area of ground measuring no more than 5 ft. square and covers them up with leaves. The spikes can be detected with a DC 13  Wisdom  ( Perception ) check. If a creature enters the affected area it must make a DC 12  Dexterity  saving throw. On a failed save the creature takes 5 (2d4) piercing damage. The  goblin  trapper can use one additional action to coat the tips of the spikes with poison. If it does so, any creature who takes damage from the spikes must also make a DC 15  Constitution  saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one. \n'b'  Cage Trap (3 actions) . The  goblin  trapper sets up a fourwalled spring-loaded cage trap 5 ft. square and large enough for a Medium creature to fit in, and covers it with leaves and other debris. The cage can be detected with a DC 12  Wisdom  ( Perception ) check. If a creature enters the affected area it must make a DC 16  Dexterity  saving throw. On a failed save the creature is trapped within the cage. The creature can use its action on its turn to make a DC 13  Strength  ( Athletics ) check break out of the cage. \n'b'  Snare Trap (2 actions) . The  goblin  trapper sets a spring-loaded snare in a 5 ft. square and covers with leaves and other debris. The snare can be detected with a DC 14  Wisdom  ( Perception ) check. If a Small or Medium creature enters the affected area it must make a DC 13  Dexterity  saving throw. On a failed save the creature is  restrained  and pulled upside-down 5 ft. off the ground. A creature can destroy the snare, freeing any  restrained  creature, by dealing 1 damage to the snare (AC 10). \n'b'   About \n'b' Trappers take great pride and pleasure in constructing, setting and maintaining the wide variety of traps littered around the troop\xe2\x80\x99s range. Most commonly, these will be constructed of local wood, but occasionally metal can be salvaged from animal traps laid by more civilized hunters, or from the weapons and armor of unwary travelers.'