- Ticking Time Bomb: When the Bob-omb takes damage, roll a d6. On a roll of 1, the Bob-omb immediately uses its Self-Destruct action. If it does not explode, it continues ticking loudly.
- Explosive Nature: If the Bob-omb is reduced to 0 hit points, it automatically uses its Self-Destruct action.
- Headbutt: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Self-Destruct: as a bonus action the bobomb lights its fuse if it does so at the start of its next turn The Bob-omb explodes in a 10-foot radius. Each creature in that area must make a DC 12 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. The Bob-omb is destroyed after using this action. the fuse can be extinguished with cold damage or water
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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