Illumination. As a bonus action, the cranium goblin can shed dim light from its brain in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light. The cranium goblin can decide to temporarily extinguish the light using an action.
Innate Spellcasting (Psionics). The cranium goblin's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components:
At will: command, comprehend languages, detect thoughts
1/day each: confusion
Telepathic Shroud. The cranium goblin is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.
Mental Burst. When the cranium 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 5 (2d4) psychic damage.
Mental Fortitude. The cranium goblin has advantage on saving throws against effects that would make it have the charmed or frightened condition.
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.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. The cranium goblin makes Stealth rolls at Disadvantage if it has not previously extinguished it's light by using an action.
Telekinetic Shove. The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a DC 13 Strength saving throw or have the prone condition.
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