13 (leather armor, 15 with mage armor)
40 (9d6+9)
walk 30 ft.
darkvision 60 ft.
Common, Goblin
3
When Bol'bara reduces a hostile creature to 0 hit points, she gains 6 temporary hit points.
Bol'bara can take the Disengage or Hide action as a bonus action on each of her turns.
Bol'bara's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components: • At will: eldritch blast, false life, mage armor, mage hand • 1/Day each: charm person, hex, hold person, invisibility
Bol'bara makes two melee attacks.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (1d10 + 2) force damage.
The humanoid (goblinoid) can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (goblinoid) regains spent legendary actions at the start of its turn.
Bol'bara moves up to her speed. She can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
A 15-foot-radius sphere of magical confusion extends from a point Bol'bara can see within 60 feet of her and spreads around corners. Each creature that starts its turn in that area is treated as if targeted by the confusion spell (save DC 12). The sphere lasts as long as Bol'bara maintains concentration, up to 1 minute (as if concentrating on a spell).