Armor Class
12
Hit Points
9
(2d8)
Speed
30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
15
(+2)
INT
6
(-2)
WIS
8
(-1)
CHA
10
(+0)
Saving Throws
CON +4
Senses
Passive Perception 10
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Explosive Exit. When Bob-mob drops down to 0 hit point, his fuse ignites runs towards the nearest creature. Upon touching a creature or after 1 round of movement, he then explodes. All creatures in a 10 ft radius must make a DC12 DEX saving throw. On a failed save, take 2d6 fire damage and are knocked prone. Take half as much on a successful save and are not knocked prone.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) [damage type] damage.
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