Nimble Escape. Once per encounter, the bokoblin can take the Dodge action as a bonus action when targeted.
Sound the alarm. If a bokoblin notices someone coming, it can take a free action to alert its comrades.
Spear thrust (if holding spiked Boko spear): Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 6 (1d10) piercing damage.
Spin Attack (if holding spiked Boko spear): Melee Weapon Attack: +3 to hit, reach 5 ft. radius, any targets in space next to bokoblin. Hit: 12 (1d10+5) piercing damage.
Bat swing (if holding spiked Boko bat). Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 18 (1d20) bludgeoning damage. Miss: The bokoblin is left exposed to an opportunity attack.
Club attack (if holding spiked Boko club): Melee Weapon Attack +4 to hit, reach 5 ft, 1 target. Hit: 12(2d6 + 3) bludgeoning damage.
Boko bow (if holding spiked Boko bow). RangedWeapon Attack: range 15/25 ft., 1 target. Hit: 12 (2d6 + 3) piercing damage.
Description
These little goblins with large, pointy ears are found in places all over Hyrule, mainly in groups. They are not as prone to wandering as some other monsters, and can often be found gathered around a campfire, dancing or eating.
When they make a camp, they appoint one or more Bokoblins to be lookouts for the rest. These ones stand on short towers with bows in hand and a horn at their side, always ready to alert their fellows if they can see danger.
If they identify something dangerous within the camp, they try to kick it away, or if that doesn't work, run for their lives.
Variants include the blue bokoblin, black bokoblin, silver bokoblin, gold bokoblin, stalkoblin, cursed bokoblin, and technoblin.
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