Bokoblin Throw. As a bonus action, the Moblin can throw a Bokoblin that is within 5 Ft up to 30 Ft at an enemy creature: +6 to hit, Hit: 19 (3d8 + 4) Bludgeoning damage.
Reactive. The Moblin has 2 reactions.
Multiattack. The Moblin make two melee spear attacks, if they both hit, the Moblin gets to use its bonus action to restore 23 (3d12 + 4) health.
Brutish Moblin club. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage.
Demonic Throwing Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 22 (3d10 + 6) necrotic damage.
Play dirty. When it is about to be hit, the Moblin makes a club attack at half damage. The target must make a DC 12 CON saving throw or be knocked prone, therefore ending the attack.
Necrotic Blast. If the Moblin takes more than 50 damage in a single round, it can emit a blast of necrotic energy. All creatures (Apart from goblinoids and demons) must make a DC 16 CON saving throw or take 38 (5d12 + 6) necrotic damage and be poisoned for one minute, or half as much on a successful save.
Description
Moblins are hulking giants notorious for their quick tempers. When its rage is incited, a Moblin lashes out in a frustrated tantrum until it runs out of objects or creatures to smash. This Moblin, in particular, is more powerful than other Moblins - Infected by a deep evil that manifests as swirling purple energy around it.
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