Medium Or Small Beast, Any Alignment
Armor Class 14 Natural armor
Hit Points 18 (2d20 + 3)
Speed 60 ft., Speed Type - Prowl/Run, Speed (ft.) - 60
STR
16 (+3)
DEX
17 (+3)
CON
10 (+0)
INT
9 (-1)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws DEX +6, WIS +5
Skills Investigation +16, Survival +19
Senses Darkvision Less sight, more. scent, Passive Perception 14
Languages Oinks, Barks, Snorts, Etc.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Super Scent. Boinks have an incredible sense of smell. +4 perception, and also allows for additional information on opponents.

Raise the Spirits! Certain Boinks will raise the spirits of those in the party/pack. This negates the effects of Frightening, Charming, and will allow the party to resist 

Perfect Sense. Boinks have a literal perfect of smell- They can sense location of certain objects, organic objects, and information through anything within 100m. This includes oxygen levels and fire and such. 

 

Actions

 

Boink Bite. Melee Weapon Attack: +12 to hit, reach 2 ft., 1 target. Hit: 2 (1d20 + 5) [piercing] damage. 

Muddy Mayhem. Ranged Weapon Attack: +3 to hit, range 20/60 ft., 2 targets. Hit: 2 (1d8 + 1) [acid] damage.

Bonus Actions

Perfect Sense. As a bonus action, Boinks can give themselves and others additional information about creatures and objects nearby. This can be used to predict moves ahead of time, and this can be used to dodge moves. If it is used to dodge, the creature must roll a dexterity saving throw.

Reactions

Woink For Help! If a Boink takes a significant amount of damage, it can do a Dexterity saving throw to run away and call in an identical Boink. 

Description

Boinks are very social beasts, who will only attack if they are provoked, or if something gets in the way of a meal. They have stubby legs, muscular bodies, brown fur, small snouts, floppy ears, and a furry, spring-like tail. In essence, they are the exact median between a dog (Bark) and a hog or a pig (Oink). They have incredible senses of smells, nearing perfection, and usually hunt as a pack. They even have their own little mini-societies in their dens. They roll in mud to play after a long day. 

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: ForestGrasslandMountain

istoleyourlemon

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