16 (studded leather armor)
58 (13d6 + 13)
30 ft.
wis +4, int +5
stealth +8
psychic
darkvision 60 ft.
Common, Goblin, telepathy 60 ft.
4
+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 10 (4d4) psychic damage.
The goblin has advantage on saving throws against effects that would make it have the charmed or frightened conditions.
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 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
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.