| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 7 | −2 | −2 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 5 | −3 | −3 |
Trait Name. Call for help
Can get other bokablins to help them
Action Name. Club or Bow
Action Melee Attack. Melee Weapon Attack: +10 to hit, reach 5 ft., 3 target. Hit: 1d20 + 12 blunt damage.
Action Ranged Attack. Ranged Weapon Attack: +5 to hit, range 5/30 ft., 1 target. Hit: 3d8 + 10) Pierce damage.
Bonus Action Name. they can sprint to replaced attack.
Run Away. Runs away at under 7 HP
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 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
The Bokablin is a minion of the dark Evils of the world
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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