| Mod | Save | ||
|---|---|---|---|
| STR | 3 | −4 | −3 |
| DEX | 2 | −4 | −4 |
| CON | 2 | −4 | −4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +4 |
| WIS | 12 | +1 | +8 |
| CHA | 10 | +0 | +2 |
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Trandoshan Physiology. While unarmored or in light kit, Bossk’s scaled hide and stance grant +2 AC (included). He also regains 2 HP at the start of his turn if he has at least 1 HP.
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Hunter’s Instinct. Bossk has advantage on Wisdom (Survival) checks to track creatures and on attack rolls against a creature he has damaged since the start of his last turn.
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Climber’s Claws. Bossk has a climb speed 20 ft and his melee attacks count as magical for overcoming resistance (vibro-edge).
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Multiattack (Pin & Blast). Bossk makes two attacks in any combination of Blaster Carbine and Vibroblade.
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Blaster Carbine (Ranged Weapon Attack). +7 to hit, range 120 ft., one target. Hit: 2d6 + 3 radiant (energy). On a hit, the target’s speed is −5 ft until the start of Bossk’s next turn.
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Vibroblade (Melee Weapon Attack). +7 to hit, reach 5 ft., one target. Hit: 2d6 + 2 slashing. If Bossk moved at least 10 ft this turn, the target must succeed on a DC 14 STR save or be knocked prone.
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Thermal Detonator (Recharge 5–6). A 10-ft-radius point within 60 ft erupts. Creatures of Bossk’s choice in the area make a DC 15 DEX save, taking 3d6 fire + 3d6 thunder on a failure, or half on a success. Objects not being worn or carried in the area also take the damage.
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Hunter’s Dash. Bossk moves up to 15 ft without provoking opportunity attacks.
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Tactical Reload. Bossk gains +2 to the next ranged attack roll he makes before the end of his turn.
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Snap to Cover. When a ranged attack targets Bossk, he adds +3 to AC against that attack.
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Savage Riposte. When a creature within 5 ft misses Bossk with a melee attack, he makes one Vibroblade attack against it.
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
A ruthless Trandoshan bounty hunter—even in blocky LEGO Star Wars hijinks—Bossk has chased quarry across systems, scaled walls with bare claws, and lobbed thermal detonators to flush prey into his carbine’s sights. He fights dirty: pin, blast, and close for the finishing cut.
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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