b'Goblin, Wind \n'b'  Family:   Elemental Goblin  \n'b'  Small   humanoid ,  chaotic neutral  \n'b'  Armor Class  14  Hit Points  36 (8d6 + 8)  Speed  20 ft., fly 40 ft.\n'b' STATS STR: 13 (+1) DEX:  19 (+4)  CON:  13 (+1)  INT:  20 (+5)  WIS:  13 (+1)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Intelligence  +7,  Wisdom  +3  Skills   Arcana  +7,  Investigation  +7  Damage Vulnerabilities  acid  Damage Resistances  poison; bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  lightning  Senses   darkvision  120 ft., passive  Perception  11  Languages  Common, Sylvan  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Innate Spellcasting . The wind goblin\xe2\x80\x99s spellcasting ability is  Intelligence  (spell save DC 15, +7 to hit with spell attacks). The wind goblin can innately cast the following spells, requiring no material components:\n'b'\n'b'   At will :  dancing lights ,  mage hand ,  prestidigitation ,  shocking grasp  \n'b'  3/day each :  detect magic , eldritch blast,  faerie fire ,  gust of wind ,  identify  \n'b'  1/day :  wind wall ,  call lightning  \n'b'\n'b'  Scientific\xc2\xa0Spellcasting . Wind goblins have a strange relationship with science and are able to use what they sincerely believe is scientific invention to mimic the abilities of spellcasters. They also describe arcane concepts in science-like jargon. The following is a typical allocation of \xe2\x80\x9cscientific\xe2\x80\x9d, gadget-based spells that a wind goblin might be able to cast, but specific spells vary from goblin to goblin. Wind goblin \xe2\x80\x9cscience\xe2\x80\x9d magic never requires a verbal or material component. Instead, all spells require a gadget focus and the somatic component of turning the cranks and working the levers (etc.) on said focus. The process is usually loud and often smelly or smoky, with superfluous electrical arcing. The wind goblin is a 4th level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring only somatic components:\n'b'\n'b'   Cantrips (at will) : fire bolt,  light ,  mending ,  message ,  minor illusion  \n'b'  1st level (4/day*) :  expeditious retreat ,  fog cloud ,  thunderwave  \n'b'  2nd level (3/day*) :  hold person ,  knock  \n'b'\n'b'  *The uses per day represent fuel-related limitations. \n'b' Actions \n'b'   Dagger .  Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or 20/60 ft., one target.  Hit : 6 (1d4 + 4) piercing damage. \n'b'  Hand Crossbow .  Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target.  Hit : 7 (1d6 + 4) piercing damage. \n'b'  About \n'b' This pale humanoid has wispy hair and pastel-colored batwings. \n'b' Though as tall as a  halfling , it is unnaturally slim by comparison. \n'b' The wind goblins were once the most scholarly of all the elemental goblin clans. When the conflict between the clans began, they were quickly defeated and held hostage in an attempt to force the other clans to surrender. Each of the other clans, in turn, appeared to abandon the imprisoned wind goblins to their fate, until finally their prayers for freedom were answered by a chaotic deity they came to call the Mind and Breath. \n'b' She helped them to escape and granted them wings with which to fly to freedom. Under her influence, the wind goblins have all become a bit strange. \n'b' Wind goblins will do anything for what they call \xe2\x80\x9cscience\xe2\x80\x9d, an undisciplined and poorly controlled combination of mad engineering and innate magics not even close to the scientific method. Nevertheless, their gadgets work (for the makers, not for other people), and wind goblins are not afraid to endanger themselves or others to test them. They seem, however, to basically mean well, and they can even be generous when they look up from their tinkering long enough to notice that other people are real. Perhaps fortunately for everyone, they have become highly nomadic and never stay in one place for long. \n'b' Wind goblins are similar in height to fire goblins but are naturally so slender that they weigh the least of all the elemental goblins. They come in all manner of pale colors, and their hair is wispy and soft, often resembling tufts of downy feathers. They have six limbs, the extra pair being strong, bat-like wings, and their flight tends toward a bat-like, chaotic bobbing as well. When building gadgets, wind goblins can also use the finger-like ends of their wings as clumsier extra hands while they work.'