Large Beast (Tortle), Neutral Evil
Armor Class 18 Natural Armor
Hit Points 250 (25d10 + 80)
Speed 30 ft.
STR
22 (+6)
DEX
10 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +4, WIS +6
Skills History +5, Intimidation +6, Perception +6
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Spiked Shell. If a creature hits Bowser with a melee attack while within 5 feet of it, the creature takes 3(1d6) piercing damage.

Legendary Resistance (3/day).  If Bowser fails a saving throw, he can choose to succeed instead.

Loyal Minions. When Bowser is hit by an attack, a turtle within 30 feet of him interposes itself as a reaction, taking the damage instead of Bowser. This ability does not work with area of effect attacks.

Actions

Multiattack. Bowser makes two claw and one bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Fire Breath (Recharge 5-6). Bowser breathes fire in a 30 foot cone. All creatures in the area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. 

Reactions

Opportunity Attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach.

Withdraw. Bowser adds 4 to his AC against one melee attack that would hit him. To do so, he must see the attacker.

Legendary Actions

 

Bowser can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bowser regains spent legendary actions at the start of his turn.

Grab. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 18).

Hurl (Costs 2 Actions). Bowser throws one creature he has grappled to a point up to 30 feet away. The target lands prone and must make a DC 18 Strength saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. 

Rapid Spin. Bowser spins rapidly in his shell. All creatures within 5 feet of him must make a DC 15 Dexterity Saving throw, taking 14 (4d6) piercing damage and fall prone on a failed save, or half as much damage on a successful one. Bowser can then move up to half his speed in any direction.

Summon Minions (Recharge 6). Bowser summons 1d10 koopas to the unoccupied spaces nearest him.

HaylStorme

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