b'Goblin Elite Guard \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblin),  neutral evil  \n'b'  Armor Class  18 (scale mail, shield)  Hit Points  130 (20d6 + 60)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  20 (+5)  CON:  16 (+3)  INT:  10 (+0)  WIS:  11 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +3,  Stealth  +8  Senses   darkvision  60 ft., passive  Perception  13  Languages   Goblin   Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Nimble Escape . The goblin can take the  Disengage  or  Hide  action as a bonus action on each of its turns. \n'b'  Second Wind (Recharges after a Short or Long Rest) . As a bonus action, the  goblin  can regain 15  hit points . \n'b'  Actions \n'b'   Multiattack . The goblin makes two shortsword attacks. \n'b'  Shortsword .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 8 (1d6 + 5) piercing damage. \n'b'  Shield Bash .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15  Strength  saving throw or be knocked  prone . \n'b'  Heavy Crossbow .  Ranged Weapon Attack : +8 to hit, range 100/400 ft., one target.  Hit : 10 (1d10 + 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.'