Small Humanoid (Goblinoid), Chaotic Evil
AC 16 Scrap Armor    Initiative +3 (13)
HP 58 (10d10 + 30)
Speed 30 ft.
Mod Save
STR 18 +4 +4
DEX 10 +0 +0
CON 16 +3 +3
Mod Save
INT 9 −1 −1
WIS 12 +1 +1
CHA 14 +2 +2
Skills Stealth +6
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common, Goblin
CR 4 (XP 1,100; PB +2)
Traits

Pack Tactics. The boss has advantage on an attack roll against a creature if at least one of the boss’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Charging Horn. If the boss moves at least 20 feet straight toward a creature and then hits it with a Horn Slash on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Multiattack. The boss makes two attacks, using Heavy Club or Horn Slash in any combination.

Heavy Club. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Horn Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Boulder Throw. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. The boss must have access to a loose boulder or rocky ground.

Bonus Actions

Nimble Escape. The Boss Bokoblin can Disengage or Hide as a Bonus Action.

War Horn (Recharge 1 Round). The boss blows its war horn, choosing up to two other allied Bokoblins within 60 feet that can hear it. Each chosen ally can immediately use its reaction to move up to half its speed and make one weapon attack. This movement provokes opportunity attacks normally.

Description

A hulking, pig-faced monster with an enormous belly and a sharp, blade-shaped horn. Boss Bokoblins command smaller Bokoblins with whistles and a war horn, coordinating attacks while battering enemies and hurling boulders.

Habitat: ForestGrasslandHillPlanar (Acheron)Planar (Feywild)Underdark

MissedStick

Comments

Posts Quoted:
Reply
Clear All Quotes