Link Search Menu Expand Document

Bokoblin Grenadier

Bokoblin Grenadiers hang back, lighting and throwing Bombs into the fray whenever two or more opponents group up. These Bombs explode one turn after they’re thrown (at the end of the Grenadier’s next turn), giving foes time to scatter – or to pick the Bomb up and reposition it to their advantage.

If the Grenadier runs out of Bombs, or an opportunity presents itself, they may use their Torch to light grass, wood, or even other Bokoblins’ wooden weapons on fire.

Bokoblin Grenadier
Rank 1 Natural Blaster
HP: 12 MP: 0 SP: 12
Defense: 2 (Civilian) Concentration: 11
Initiative: +4 Evasion: 14
Size: Medium Vitality: 12
Movement: 4 (Walking)
Strike Damage: 9, Fire
To-Hit Check: +6 Range: Melee
Throw Bomb Damage: Special
- Range: Projectile 8
A lit Bomb lands in the target square. It will explode at the end of the Grenadier’s next turn, for 8 damage in a Burst 1 around itself, against friend or foe. The Bomb will detonate immediately if struck with a Fire attack, or become inert if struck with a Water attack.
Default Weapon: Torch
(Rank 1 Wooden Tool, Fire damage)
Ammunition: 3x Bombs
Accuracy: 4 Attack: 7 Durability: 1
Harrier (Passive)
This creature grants all allies (but not itself) a +1 on all To-Hit checks against any foe they are adjacent to. This bonus does not stack with other allies’ Harrier.
Limited Intelligence
Combat 2 Willpower 1 Accuracy 2
Hearts 3 Magic 0 Stamina 3
Athletics 2 Arcana 0 Nature 4
Civilization 1 Perception 4 Agility 4
Fortitude 2 Influence 1 Command 1
Intimidate 3 Discipline 1 Insight 2
Mechanics 2 Perform 1 Guile 3
Smithing 2 Enchanting 0 Cooking 1
Drops Torch (if not used as a Weapon)
Remaining Ammo
2x Bokoblin Guts (Rank 1 Monster Part)

Back to top

This is a mirror of Reclaim the Wild's supplement Ravage the Wild's rules and and is based on the publicly available PDFs of it. This website isn't in any way affiliated with either Nintendo, or the Reclaim the Wild's team.