Blue (CR 1/2)
Small Humanoid (Goblinoid)
Alignment: Usually neutral evil
Initiative: +0; Senses: darkvision 60 ft., Listen +4, and Spot +4
AC: 15 (+1 size, +4 Inertial Armor), touch 11, flat-footed 15
Hit Dice: 1d8 (4 hp)
Fort +0, Ref +2, Will +2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Halfspear +0 melee; or javelin +1 ranged
Full Attack: Halfspear +0 melee; or javelin +1 ranged
Damage: Halfspear 1d6-1; or javelin 1d6-1
Special Attacks/Actions: -
Abilities: Str 8, Dex 11, Con 11, Int 12, Wis 14, Cha 8
Special Qualities: psionics
Feats: Improved Inertial Armor
Skills: Hide +6, Listen +4, Move Silently +5, and Spot +4
Advancement: By character class usually psion)
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary, patrol (1-2 blues and 4-8 goblins), task force (2-4 4th-level blue psions and 4-8 3rd-level goblin warriors), or as part of goblin organization (1 4th- level blue psion per 20 goblin adults)
Blues support other normal goblins in combat and often are called upon to lead a gang of goblins (from the rear) into battle. This is especially true when a blue has achieved a few class levels in psion.
Psionics (Sp): At will - charm person, far hand, and finger of fire. These abilities are as the powers manifested by an 8th-level psion.
Attack/Defense Modes (Sp): At will - ego whip, mind thrust/empty mind, mental barrier.
Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.