Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Quarterstaff. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 5 (1d68+ 2) piercing damage.
Mind Probe. The Blue Goblin can use an action to attempt to force it's way into another creature's mind. The affected creature enters a state of agony if they resist, and are then restrained for as long as the Blue chooses to use it's action to cast this. Each turn, the affected creature must make a DC 10 constitution saving throw. Once that creature has failed three times, the Blue enters the creatures mind and can both see any information that the affected creatures knows, and deal 1d4 psychic damage each round.
(Optional)Psionic Overlord. The Blue Goblin can, at any time it is attacked by anything other than an area of effect spell, cause any creature that it controls within a 60 foot radius to sacrifice itself to defend it’s master. That creature will be effected in the same way as the blue would have been, but the damage, if any, is dealt to it instead.
Description
Blues are a subrace of goblins with an innate knack for psionics. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black.
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