Small Fey, Any Good Alignment
Armor Class 12 Natural Armor
Hit Points 16 (2d8)
Speed 30 ft., Burrow 10 ft., Climb 5 ft., Swim 10 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +4
Damage Resistances Cold
Damage Immunities Acid
Condition Immunities Petrified, Poisoned
Senses Passive Perception 11
Languages understands sylvan and common but can only speak The Booka Language
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Ruler: If a Booka is attacking after the King Booka does, it gets an extra turn.

Actions

Action Name. (Three times a day) Summon: A Booka suddenly appears (Booka gets turn) 

Action Melee Attack. Slam: +2 to hit, reach 20 ft. (jump slam if 16-20 ft. away), 1 target. Hit: # (2d4 + 2) bludgeoning damage and (3d4 - 2) bludgeoning damage if 16-20 ft. away. (if jump, King Booka rolls back after attacking with an instant success no matter what). 

Action Name. (has to have full walk speed to do this attack- also, can only use attack once per battle at its first turn) Roll: The Booka King rolls and bumps roughly into target +3 to hit, reach 35 ft., 1 target. Hit: # (2d6 - 1) bludgeoning damage. 

Bonus Actions

The Booka King may take a bonus action to use summon after using roll.

Reactions

Reaction Name. Can react to enemies appearing by rolling away to hide.

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

A Booka King is a Booka that was chosen (after the old king dies) to be a king of the Booka clan (approximately 5 million 2 hundred three clans in Sword Coast). When they get nominated, they get a Grand King Booka Crown (magic item), and every clan has one. If a new clan is formed, it appears to the clan.

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.

Habitat: CoastalForestGrasslandHillMountainSwampUrban

KeagDragonDude

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