AC
12
Hide Armor
Initiative
+0 (10)
HP
13
(3d6 + 3)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 11 | +0 | +0 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 8 | −1 | −1 |
| CHA | 6 | −2 | −2 |
Skills
Perception +1
Senses
Darkvision 60ft; Passive Perception 11
Languages
Goblin Can't speak understands Moblin gestures
CR
1/4 (XP 50; PB +2)
Traits
Pack Tactics. The bokoblin has advantage on an attack roll against a creature if at least one of the bokoblin’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Crude Weapons. Bokoblins use scavenged junk and bones as weapons. On a natural 1 when attacking, their weapon breaks.
Actions
Actions
Rusty Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 2) bludgeoning damage.
Throw Rock. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.
Reactions
Scramble. If hit by an attack of opportunity, the bokoblin can immediately move up to 15 feet away without provoking further opportunity attacks.
Comments