Bullbo

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Used by the Moblinoids of Hyrule and Termina, they are known for being stout and unintelligent. Only their ability to be easily trained keeps them in circulation. Bullbo will fight fiercely until felled.

BULLBO CR 4


XP 1,200
N Large animal
Init +4; Senses low-light vision, scent; Perception +12

DEFENSE
AC 15, touch 9, flat-footed 15 ( 6 natural, –1 size)
HP 43 (5d8
21)
Fort +8, Ref +4, Will +2
Defensive Abilities ferocity

OFFENSE
Speed 40 ft.
Melee gore +8 melee (2d6 +9)

STATISTICS
Str 23, Dex 10, Con 18, Int 1, Wis 13, Cha 8
Base Atk +3; CMB +10; CMD 20
Feats Improved Initiative, Skill Focus (Perception), Toughness
Skills Perception +12

Ferocity (Ex)
A Bullbo remains conscious and can continue fighting even if its hit point total is below 0. The Bullbo is still staggered and loses 1 hit point each round, but still dies when its hit point total reaches a negative amount equal to its Constitution score.

BULLBO, WAR CR 4


XP 3200
N Huge animal
Init +7; Senses low-light vision, scent; Perception +16

DEFENSE
AC 24, touch 11, flat-footed 21 ( 13 natural, -2 size, +3 Dex)
HP 82 (5d8
50)
Fort +13, Ref +7, Will +6;
Defensive Abilities ferocity

OFFENSE
Speed 40 ft.
Melee gore +15 melee (2d8 +25)
Space 10 ft. Reach 10 ft.

STATISTICS
Str 39, Dex 16, Con 29, Int 2, Wis 21, Cha 16;
Base Atk +3; CMB 17; CMD 30
Feats Improved Initiative, Skill Focus (Perception), Toughness, Armor Proficiency (Medium)
Skills Perception +16

Ferocity (Ex)
A Bullbo remains conscious and can continue fighting even if its hit point total is below 0. The Bullbo is still staggered and loses 1 hit point each round, but still dies when its hit point total reaches a negative amount equal to its Constitution score.

Bullbo

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