b'Goblin, Dust (Chieftain) \n'b'  Family:   Goblin  \n'b'  Small   humanoid  (goblinoid),  neutral evil  \n'b'  Armor Class  16 (studded leather)  Hit Points  44 (8d6 + 16)  Speed  30 ft.\n'b' STATS STR: 8 (-1) DEX:  18 (+4)  CON:  15 (+2)  INT:  14 (+2)  WIS:  13 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +7,  Intelligence  +5  Skills   Intimidation  +3,  Stealth  +8,  Survival  +3  Senses   darkvision  60 ft., passive  Perception  11  Languages  Common, Goblin, and one ancient language  Challenge  3 (700 XP) \n'b' Special Traits \n'b'\n'b'  Alien Mind . The dust goblin chieftain has advantage on saving throws against being  charmed  or  frightened . In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the  detect thoughts  spell, except it can only read surface thoughts and there is no limit to the duration. The dust goblin chieftain can end this effect as a  bonus action  or by using an action to change the target. \n'b'  Cunning Action . On each of its turns, the dust goblin chieftain can use a  bonus action  to take the  Dash ,  Disengage , or  Hide  action. \n'b'  Sneak Attack (1/Turn) . The dust goblin chieftain deals an extra 10 (3d6) damage when it hits a target with a weapon  attack  and has advantage on the  attack  roll, or when the target is within 5 feet of an ally of the dust goblin chieftain that isn\xe2\x80\x99t incapacitated and the chieftain doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'  Twisted . When the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13  Wisdom  saving throw or be  frightened  until the end of its next turn. \n'b'\n'b' Actions \n'b'\n'b'  Shortsword .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13  Constitution  saving throw or be  poisoned  for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Light Crossbow .  Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target.  Hit : 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13  Constitution  saving throw or be  poisoned  for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' Reactions \n'b'\n'b'  Parry . The dust goblin chieftain adds 2 to its AC against one  melee attack  that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon. \n'b'\n'b' About \n'b' At first, the strange eyes and gibbering might make the dust goblin seem addled or at least a less-than-formidable foe. But its mastery of command words and bizarre ancient rituals makes these small creatures extremely dangerous, able to call on powers older than human history. \n'b' A dust goblin chieftain must keep its tribe alive and fed, which is no small accomplishment in the wastelands it calls home. The chieftain has an edge on its fellows, which helps it keep the others in line, and that edge takes the form of a beneficial mutation brought on by the energies which permeate its homelands. \n'b'  Mastery of Ancient Languages . Dust goblin chieftains are often surprisingly learned in ancient tongues, able to speak and command creatures of the outer void, the hells, or from tombs long forgotten. Their ability to decipher scripts and faded text is unmatched. \n'b'  Strange Technology and Oddly Arcane Items . Thanks to the ruined civilizations which came before and in whose ruins the dust goblins live, a chieftain has access to a wide variety of unexpected items and magic. The exact nature of these items varies from chieftain to chieftain and is up to the GM\xe2\x80\x99s discretion.'