Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
8 (-1)
CHA
8 (-1)
Skills Stealth +6
Damage Resistances Psychic
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

Contact Telepathy. Blues huddle with their goblin gang to coordinate attack plans. They can communicate telepathically with any creature they are touching that they share a language with

Psionic Talent. Objects around Indigo Goblin tend to move and fly about. they know the mage hand cantrip.

Actions

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Description

Also called “Blues”, these goblins are born different, with strange psychic abilities unlike their kin. Blues support other normal goblins in combat and often are called upon to lead a gang of goblins from the rear into battle. It is not uncommon for Blues to be killed by their own kin out of fear of their powers. As such, Blues are often extremely paranoid.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

EleKTriiK

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