Horn. If the Black Bokoblin can see a creature that is its enemy, it can use its action to alert all nearby Bokoblins. Alerted creatures instantly know where the enemy is and how to get to them.
Spiked Boko Club. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 18 (3d10 + 5) bludgeoning damage.
Spiked Boko Bow. Ranged Weapon Attack: +4 to hit, range 50/150 ft., 1 target. Hit: 12 (1d20 + 2) piercing damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Bokoblins are monsters that roam all corners of Hyrule in nearly limitless quantities. They pose little threat to people, being exceedingly weak, but are cunning enough to use tools, fight in groups, and create barricades and guard towers. Bokoblins have long pointed ears, red eyes, and have a single horn on top of their heads. The black kind have completely black skin and white body tattoos.
Bokoblins can't swim, and immediately drown if they are thrown into water.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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