Incorporeal Movement. The Boffin can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the Boffin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The Boffin Elder can attack twice with pelt.
Telekinesis. The Boffin can lift up any nearby object that is 100lbs. or less and can throw any object that is 20lbs. When an object is thrown, refer to the pelt attack.
Invisibility. The Boffin becomes invisible for 1 minute, until it chooses to reveal itself, is hit or attacks.
Bomb Throw (Recharge 5-6). The Boffin Elder conjures a bomb, which he throws at a point within 90 ft. The bomb explodes in a 15ft. radius, dealing 27 (5d8) fire damaged on a failed DC17 dexterity saving throw, or half as much on a success.
Pelt. RangedWeapon Attack: +9 to hit, range 60/120 ft., 1 target. Hit: 19 (3d8 + 6) bludgeoning damage.
Sand Tornado (Recharge 4-6). The Boffin Elder uses its telekinetic powers to swirl up the sand around it. Anyone within 60ft. of the Boffin Elder must succeed a DC18 Constitution saving throw or be pushed back 20ft. and fall prone.
Psychic Field (Recharge 6). The Boffin Elder gathers psychic energy and projects it in a field. Anyone within 10ft. of the Boffin Elder must succeed a DC17 dexterity saving throw or take 23 (4d10) psychic damage and be pushed backwards 10ft. The Boffin Elder then has advantage on all saving throws until next hit.
Description
A blue ghost with a blue brain inside of it's bulbous head. It is highly psychic.
Previous Versions
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3/20/2024 5:38:22 PM
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Coming Soon
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