Small aberration, any alignment
- Armor Class
- 16 (studded leather armor)
- Hit Points
- 58 (13d6 + 13)
- Speed
- 30 ft.
- Challenge
- 4 (1,100 XP)
- Saving Throws
- Int +5, Wis +4
- Skills
- Stealth +8
- Damage Resistances
- psychic
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- Common, Goblin, telepathy 60 ft.
Traits
When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 10 (4d4) psychic damage.
The goblin has advantage on saving throws against effects that would make it have the charmed or frightened conditions.
Actions
The goblin makes three Psychic Blade attacks.
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 11 (2d6 + 4) psychic damage, and the target must subtract 1d4 from the next attack roll or saving throw it makes before the end of the goblin's next turn.
The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a DC 13 Intelligence saving throw. On a failed save, a creature takes 14 (4d6) psychic damage and has the incapacitated condition until the end of the goblin's next turn. On a successful save, a creature takes half as much damage only.
Bonus Actions
Reactions
When the goblin or one of its allies within 15 feet of it is hit by an attack roll, the goblin conjures a shield of force. The target of the attack gains a +3 bonus to its AC against the triggering attack roll, potentially causing it to miss.
Spellcasting
The goblin casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):