Medium Construct (Elemental), Typically Neutral Evil
Armor Class 16
Hit Points 40 (4d8 + 24)
Speed 30 ft., Speed can be doubled by rolling, but they can't do any attack actions if they roll. , Climb 20 ft., Swim 15 ft. Does not swim, but walks on the bottom of any body of water.
STR
17 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
9 (-1)
CHA
15 (+2)
Saving Throws CON +9
Condition Immunities Charmed, Frightened, Prone
Senses Passive Perception 60
Languages Can seemingly understand common, and will speak in it in short phrases, but rarely something truly coherent. Commonly repeats "CLEAN IT ALL" or "IT MUST BE CLEAN", for unknown reasons.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Ball form:  Cannot be knocked prone unless already stunned. 

Krana: If a physical attack against a bohrok is a critical hit, the attacking player may roll a dex save to open its faceplate and remove the Krana. if it succeeds, the Bohrok is completely incapacitated unless a krana is put there again.  

Krana Launch: A Bohrok can launch its Krana at anyone in a stunned, restrained, paralyzed, or incapacitated state. the target must make a Wisdom saving throw (above 16). If they fail it, they are controlled by the krana. The krana's HP is 1D6 + the Constitution modifier of the victim, and has an AC of 11+ the Constitution modifier of the victim. any attack from other players directed at the controlled player goes against the krana instead. Every turn, the controlled player makes a Wisdom saving throw (above 16) to break the control. 

Actions

Action Name. Enter the description for your action.

Hand-shield attack Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: # (2d6 + 3) Slashing damage.

Headbutt strike Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: # (3d6 + 2) Physical damage. If they roll a critical hit, the target is also stunned. Cannot use a bonus action the same turn this attack is used. 

Elemental attack Ranged Weapon Attack: +1 to hit, range 20/50 ft., 2 target. Hit: # (1d10 ) Elemental damage. 

Bonus Actions

Ball form: Bohrok can curl into a ball shape. This can be used to either double their walking movement speed (No attacking actions can be taken if this is used), OR stay in place and increase their AC by 2 (Cannot take any actions if this is used.) 

Call Swarm: Can cry for help, (Charisma check) and call for more bohrok. only works if they are not already in a group. Roll a D4 to see how many answer the call. if the charisma check rolled a 20, 4 will come without a dice roll.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. 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

A stocky mechanical creature with a large round head the is often used for a powerful headbutting attack. they have elemental abilities, the one each has correlating to their color. They nearly always come in groups, and have the ability to roll into a ball and roll at incredible speeds. 

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.

Habitat: ArcticCoastalDesertForestMountainSwamp

Gary_the_7_dollar_dwarf

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