15 (studded leather armor)
31 (7d6 + 7)
30 ft.
wis +4, int +5
stealth +7
psychic
darkvision 60 ft.
Common, Goblin, telepathy 30 ft.
2
+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 Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) psychic damage.
The goblin takes the Disengage or Hide action.
The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a DC 13 Strength saving throw or have the prone condition.