Small aberration (goblinoid), Any alignment
| Armor Class | 15 (studded leather armor) |
|---|---|
| Hit Points | 31 (7d6 + 7) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 17 (+3) | 12 (+1) | 16 (+3) | 15 (+2) | 10 (+0) |
| Saving Throws | Int +5, Wis +4 |
|---|---|
| Skills | Stealth +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | psychic |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | Common, Goblin, telepathy 30 ft. |
| Challenge | 2 |
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 5 (2d4) psychic damage.
The goblin has advantage on saving throws against effects that would make it have the charmed or frightened condition.
The goblin makes two Unarmed Strike attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) psychic damage.