Bol'bara

(Explorer's Guide to Wildemount)

Small humanoid (goblinoid), Unaligned

Armor Class13 (leather armor), 15 with mage armor
Hit Points40 (9d6 + 9)
Speed30 ft.
STRDEXCONINTWISCHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 11
LanguagesCommon, Goblin
Challenge3

Traits

Dark One's Blessing.

When Bol'bara reduces a hostile creature to 0 hit points, she gains 6 temporary hit points.

Nimble Escape.

Bol'bara can take the Disengage or Hide action as a bonus action on each of her turns.

Actions

Multiattack.

Bol'bara makes two melee attacks.

Dagger.

Melee or Ranged Attack Roll: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Eldritch Blast (Cantrip).

Ranged Spell Attack Roll: +4 to hit, range 120 ft., one creature. Hit: 7 (1d10 + 2) force damage.

Legendary Actions

Incorporeal Dash.

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.

Zone of Calamity (Costs 2 Actions).

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 concentration on a spell).

Innate Spellcasting

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 each/day: charm person, hex, hold person, invisibility