Enduring. The bokoblin has advantage on saving throws made to resist exhaustion, and can thrive on one-quarter of the food and water needed for a creature of its size.
Reckless. At the start of its turn, the bokoblin can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Note: bokoblins can have only one of these weapons at a time
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 1) bludgeoning damage.
Slingshot. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. Hit: 6 (1d4 + 1) bludgeoning damage.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 1) slashing damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320, one target. Hit: 8 (1d6 + 1) piercing damage.
Crusher. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 3) bludgeoning damage.
Description
Hunched over humanoids with ugly faces and dull minds, bokoblins are considered by others to be the lowest of the low. Just like all moblins, they are inherently thought of as cruel abominations adhering to primal instincts to survive. They lack strength or skill in practically any area, and barely eke out an existence by living off the scraps of others—or what they've managed to beat out of those they could easily defeat. They seem to treasure the bones of creatures they've killed, using them as status symbols to prove their superiority over other bokoblins.
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