Goblin

Psionic expression is rare among goblins, but when it does happen, it results in the birth of a blue goblin. Goblin tribes often have trouble integrating blues, lacking the understanding on how to properly utilize them. Tribes that have mastered using their blue goblin population, however, tend to be far more effective.

Blue

This goblin is noted by being somewhat smaller than other goblins and having a blue sheen to its skin. The blue goblin has innate psionic powers.

Blue Savant

Some blue goblins amass power and become powerful psychics, often ruling other goblins directly or indirectly. They are master strategists, able to maximize the efforts of other goblins.

Goblin, Blue

Small humanoid (goblin), typically neutral evil

Armor Class 13 (leather armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.

STR

6 (−2)

DEX

14 (+2)

CON

12 (+1)

INT

15 (+2)

WIS

10 (+0)

CHA

8 (−1)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1/4 (50 XP)                              Proficiency Bonus +2


Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Power Manifesting. The goblin is a 3rd-level manifester. Its manifesting ability is Intelligence (power save DC 12, +4 to hit with power attacks). It has 5 power points to spend on the following powers: biomorphic skin, mind spear, psychic domination.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Mind Spear. Ranged Power Attack: +4 to hit, range 120 ft., one target. Hit: 4 (1d8) psychic damage.

Goblin, Blue Savant

Small humanoid (goblin), typically neutral evil

Armor Class 13 (leather armor)
Hit Points 66 (12d6 + 24)
Speed 30 ft.

STR

6 (−2)

DEX

14 (+2)

CON

14 (+2)

INT

17 (+3)

WIS

10 (+0)

CHA

8 (−1)

Skills Perception +8, Stealth +10
Senses darkvision 60 ft., passive Perception 18
Languages Common, Goblin
Challenge 5 (1,800 XP)                              Proficiency Bonus +4


Mental Commands. The goblin can telepathically direct and alert allied goblins within 60 feet.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Power Manifesting. The goblin is a 9th-level manifester. Its manifesting ability is Intelligence (power save DC 15, +7 to hit with power attacks). It has 19 power points to spend on the following powers: biomorphic skin, energy storm, mind spear, mind tap, psychic domination.

Actions

Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) damage.

Mind Spear. Ranged Power Attack: +7 to hit, range 120 ft., one target. Hit: 9 (2d8) psychic damage.

Legendary Actions

The goblin can take 2 legendary actions, using the Reactivate Power option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The goblin regains spent legendary actions at the start of its turn.

Reactivate Power. The goblin reactivates any psionic power it has in effect, such as mind tap.