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Goblin Psi Commander

Small aberration (goblinoid), Any alignment

Armor Class 16 ({@item studded leather armor|PHB})

Hit Points 58 (13d6 + 13)

Speed 30 ft.

STR 12 (+1)
DEX 19 (+4)
CON 13 (+1)
INT 17 (+3)
WIS 15 (+2)
CHA 10 (+0)

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.

Challenge 4

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.

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.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Reactions

Psionic Shield. 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.

Source

PaBTSO, p. 216