Incorporeal Movement. The Boo 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 Boo has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Boo Hide and Seek. The Boo has advantage on stealth checks.
Bomb (1/day). The Boo conjures a bomb and throws it 70ft., causing it to explode in a 15ft. radius. Any creature range must succeed a DC 13 Dexterity saving throw or take 2d6 fire damage or half as much on a success.
Tongue Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 9 (1d10 + 4) bludgeoning damage.
Description
"Boos are meddlesome spirits that conjured this mansion only a couple of nights ago. They get more powerful when they join forces."
- Professor Elvin Gadd.
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