Action Melee Attack. Weapon Attack: +5 to hit, reach 5 ft., 2 target. Hit: 1 (2d4) damage.
Action Ranged Attack: Rock: +3 to hit, reach 20 ft., 1 target. Hit: 1(1d4 + 1) damage.
Boko Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage.
Reinforced Boko bow. Ranged Weapon Attack: +6 to hit, range 40/80 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Martial Advantage. Once per turn, the bokoblin can deal an extra 11 (2d10) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the bokoblin that isn't incapacitated.
Boko Leap. As a bonus action, the bokoblin can leap up to 15 Ft to a nearby enemy creature, +8 to hit, Hit: 13 (2d8 + 4) if it isn't incapacitated.
Reaction Name. I'M AWAKE GUYS!!!!!! The Boko cannot be hit while asleep with a sneak attack with a weapon or magic that is under 30 feet away.
Description
They appear as humanoid creatures with long ears and come in a variety of colors. These enemies often wield weapons and attempt to attack a player if he comes within their range of sight. Bokoblins are pig-like humanoids with a dark orange or red-orange skin. A bokoblin measures virtue by physical strength and martial prowess, caring about nothing except brute force in battle. They tend to form small tribes and enjoy hunting for fresh meat, which they cook over an open flame.
Lair and Lair Actions
Any covered rock, cave, tree fort, or hole.
Lair Actions
On initiative count 12(losing initiative ties), the [Bokoblin] takes a lair action to cause one of the following effects; the [Boko] can’t use the same effect in that encounter more than twice:
- Fortified defense: The Boko may choose to run back to lair and alert 1 additional Bokoblin (Blue or red) as an action for their turn. The next turn the Boko is motionless
- High ground: The Boko, if higher than the player, may perform a bonus action to:
Either,
A: Take two shots with enforced boko bow.
B: Blow a horn and alert 1 additional Bokoblin (red) but deal half damage for the rest of the encounter.
C: Trip and fall off the high place and take 2 damage due to fall damage. However this also creates a shockwave 20 feet in diameter around impact that deals 1d8+1 damage to creatures in range.
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