Standing Leap. Bojji's long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.
Gliding. When Bojji glides, he loses 5 feet of altitude for every 10 feet of movement. At the end of his glide Bojji will fall to the ground if he's still in the air.
Multiattack. Bojji can make three attacks: two with his tail and one with his bite.
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target takes 3 (1d6) poison damage.
Poison Spikes (Recharge 5–6). Bojji spins in a circle at a rapid pace, releasing poisoned spikes in a 15-foot cone in front of him. Each creature in that cone must make a DC 13 Constitution saving throw or be poisoned for one minute. While poisoned in this way, the creature takes 3 (1d6) poison damage at the start of each of its turns. A creature may repeat its saving throw at the end of its turn, ending the poison on a success.
Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target takes 3 (1d6) poison damage.
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