Natural Born Fighter. Once every 2 rounds, Boiling B.O.B can reroll a failed attack roll, but must take the new roll.
Action Name. Enter the description for your action.
B.O.B's flaming punch. Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: 21 (3d10 + 4) bludgeoning damage + 4 fire damage
Backup Missile. Ranged Weapon Attack: +1 to hit, range 10/20 ft., 1 target. Hit: 25 (3d12 + 5) fire damage.
Discharge. B.O.B, upon succeeding a DC 17 DEX saving throw, can eject one of his battery cores, healing him for 2d10 hit points of damage. If failed, he takes 3d10 damage.
Block. B.O.B can attempt to block an attack by making an opposed CON saving throw against it's attackers attack.
Dodge.
Legendary Action. (can only be used twice.) Creature can take extra action between the actions of anyone in initiative order.
N/A
Description
Boiling B.O.B is a large fighting mech, piloted by a small bird sized octopus in a tank. B.O.B has various metal patches and sponsor stickers on his mech body. His hands are large metal boxing gloves with vents for the fire to emerge from.
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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