Goblin Psi Commander

Small aberration (goblinoid), any alignment

Armor Class

16 (studded leather armor)

Hit Points

58 (13d6 + 13)

Speed

30 ft.

Saves

wis +4, int +5

Skills

stealth +8

Damage Resistances

psychic

Senses

darkvision 60 ft.

Languages

Common, Goblin, telepathy 60 ft.

Challenge

4

Proficiency Bonus

+2

Mental Burst

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.

Mental Fortitude

The goblin has advantage on saving throws against effects that would make it have the charmed or frightened conditions.

Actions

Multiattack

The goblin makes three Psychic Blade attacks.

Psychic Blade

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.

Spellcasting (Psionics)

The goblin casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13): • At will: mage hand (the hand is invisible), minor illusion • 1/Day each: charm person, dissonant whispers, telekinesis

Synaptic Rend (Recharge 5-6)

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.