b'Silid \n'b'  Small   humanoid ,  chaotic evil  \n'b'  Armor Class  13 (leather armor)  Hit Points  16 (3d6 + 6)  Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  15 (+2)  CON:  14 (+2)  INT:  10 (+0)  WIS:  9 (-1)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Stealth  +4  Senses   darkvision  60 ft., passive  Perception  9  Languages  Goblin, Undercommon  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Innate Spellcasting . The silid\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 9, +1 to hit with spell attacks). It can innately cast  blur  1/day, requiring no material components. \n'b'  Surprise Attack . If the silid surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the  attack . \n'b'  Actions \n'b'   Shortsword .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) piercing damage. \n'b'  Spear .  Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 4 (1d6 + 1) piercing damage. \n'b'  About \n'b' A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments that match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face. It has slightly pointed ears and bulbous red pupils, and its long and slender arms end in four-fingered hands. \n'b' These small subterranean dwellers enjoy ambushing and waylaying their opponents. They slay their victims, steal their possessions, and leave their bodies to whatever happens to wander along looking for a meal. Cruel, mean-spirited creatures, silids care nothing for themselves or anything else. They seem to take great pleasure in bringing misery to others, particularly adventurers. Silids rarely interact with other races. They are an untrustworthy lot, and most other races avoid contact with them. \n'b' Silids live in groups (called stripes) of up to 40 individuals. Each stripe is a loose organization of silids, with a single leader that controls and governs the remainder of the stripe. The leader is almost always the meanest, cruelest, and sneakiest silid of the bunch. Under his command, the silids conduct raids and hunt their subterranean realm for surface-dwellers that have wandered into their territory. When hunting or harassing travelers, silids often don armor (either leather or padded) and carry weapons. \n'b' Silids skulk about their underground world in search of surface-dwellers. \n'b' Surface-dwellers seem to love exploring the Underdark, so there rarely is a shortage of opponents for the mean-spirited silid. Often, a band of silids trails an adventuring party before attacking; waiting until the terrain is just right (silids prefer small, cramped areas because they gain the advantage on larger opponents). When the attack commences, a silid blurs itself and usually employs one of the following tactics. \n'b' The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids is present (such as when a party of adventurers stumbles into a silid lair).'