High Fantasy
One unfortunate night as you lay asleep… you died. You end up being reincarnated to the land of Hyrule as you find out. You will find that you are not the only one who was pushed into this world, there are more out there. All of this, and at the same time, Ganondorf is at it again with a new plan to take over the land of Hyrule. Yet in the distance, a new Hero of Time makes his way across the land, standing up against evil. Will you help The Hero of Time or live your own life?
Author's Note: This is a cross over idea. Something to mess with. I'm going to update as time go's on. so far I think it's playable. Still have a lot to cover before I feel like this it's done. The idea is that Gannon has found a way to warp the realms and bring parts of thoses realms to the Land of Hyrule . Hyrule it's self has been changed also due to gannon, and has teamed up with more of the worst of the worst to put the icing on the cake. You can live your own way of life or help the hero of time save the world.
Played | 9 times |
Cloned | 1 times |
Created | 28 days ago |
Last Updated | 1 days ago |
Visibility | Public |
HP Range15 - 25 (Avg: 20)
AC8
XP30
Description
The Red Bokoblin is a mischievous and relentless creature, known for its cunning nature and fierce loyalty to its tribe. Hailing from the lands surrounding Hyrule, these creatures are often seen prowling the wilds or guarding enemy camps. Despite their brutish appearance, Red Bokoblins are clever enough to use basic tactics in battle and will rally together to overwhelm any intruders. They thrive in chaotic encounters, swinging their crude weaponry with alarming zeal, making them a frequent nuisance for travelers.
Details
Size | Medium |
Type | Humanoid |
CR | 1 |
XP | 30 |
Languages | Goblin |
Defenses
Armor Class | 8 |
HP Range | 15 - 25 (Avg: 20) |
Damage Vulnerabilities | Fire, Thunder, Cold |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | Charmed |
Actions
Club Attack
The Red Bokoblin swings its crude club at a target within melee range, dealing 1d4 + 2 bludgeoning damage.
Nothing
Do nothing during your turn.
Throw Stone
Throw a stone, if enemy is out of range. Do 1d2 bludgeoning damage on a hit.