Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Throwing Specialist. The goblin adds double its proficiency bonus to attack rolls made with thrown weapons (daggers, javelins, handaxes, etc.). Thrown weapons the goblin uses have their normal range doubled.
Stench of Neglect. The goblin reeks horribly. Any creature that starts its turn within 5 feet of the goblin must succeed on a DC 12 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. A creature that succeeds on the save is immune to this stench for 24 hours.
Action Surge (1/Short Rest). On its turn, the goblin can take one additional action.
Multiattack. The goblin makes two attacks with its thrown weapons or melee daggers.
Dagger (Thrown or Melee). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Javelin (Thrown). Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Dirty Trick (Recharge 5–6). The goblin hurls sand, oil, or refuse at a target within 30 feet. The target must succeed on a DC 13 Dexterity saving throw or be blinded until the end of its next turn.
Nimble Escape. The goblin takes the Disengage action or Hide action.
Catch and Return. When a creature within 30 feet misses the goblin with a ranged weapon attack, the goblin can use its reaction to snatch the projectile (if small enough) and immediately make a thrown weapon attack with it against any target within range.
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