Small Swarm of Medium beasts, Any Evil Alignment
Armor Class 13 Natural
Hit Points 17 (3d8 + 2)
Speed 60 ft.
STR
15 (+2)
DEX
13 (+1)
CON
12 (+1)
INT
7 (-2)
WIS
9 (-1)
CHA
5 (-3)
Saving Throws STR +4
Skills Survival +0
Damage Vulnerabilities Fire
Condition Immunities Deafened
Senses Darkvision, Passive Perception 10
Languages Goblin Goblin, orcish, undercommen
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Special traits:  When bloodied the ram action does double damage.

 

 

Actions

Ram: the boglin rams its horns into you (2d6 + 2)

Mace: 1d6 damage 

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

With the body of goblin, and the head of a boar, this ugly creature is quite formidable in combat.

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.

Monster Tags: Goblinoid

Habitat: ForestSwampUnderdark

Alekorthebard

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