| 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 |
Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Reckless Assault: can make attacks with advantage, but attacks against it have advantage until next turn.
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.
Action Name. Enter the description for your action.
Rusty Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) bludgeoning damage.
Throw Rock. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.
Scramble. If hit by an attack of opportunity, the bokoblin can immediately move up to 15 feet away without provoking further opportunity attacks.
Comments