Spiked Shell. Immune to bludgeoning damage
Legendary strength. Advantage on claw and tail attacks.
Multiattack. When attacking, can make 2 claw attacks, 1 tail attack and 1 fire shot attack in that order
Claw attack. Melee Weapon Attack: +7 to hit, reach 5ft., 1 target. Hit: 14 (2d6 + 7) Slashing damage.
Tail attack. Melee Weapon Attack: +7 to hit, reach 10ft., Any target’s in range. Hit: 16 (2d8 + 7) bludgeoning damage.
Fire Shot. RangedWeapon Attack: +8 to hit, range 60/300 ft., 1 target. Hit: 36 (2d10 + 2d6 + 18) fire damage.
Shell attack. (Recharge 5-6) Target 1 hostile creature you can see that is 30ft in any direction from you, move towards them and deal 9(2d8) bludgeoning damage and move them 10ft backwards. Then target a different than the one you just hit creature 30ft away and repeat the process until their are no more hostile creatures in range, when that happens, if their is a wall within 30ft of you go to that wall and repeat the process afterwards.
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Description
Bowser is the king of all Koopa’s. With the 7 Koopalings as his captain’s, and Bowser JR. as his right hand man, he is feared by all.
Lair and Lair Actions
Bowsers lair is OBVIOUSLY his castle, with his minions crawling everywhere
Lair Actions
On initiative count 1or 20 (losing initiative ties), Bowser takes a lair action to cause one of the following effects; Bowser can’t use the same effect two rounds in a row:
- Summon one koopaling
- Summon bowser jr
Regional Effects
The region containing the legendary Bowser’s lair is Filled with lava and surrounded by stone walls while being filled with Bowser’s henchmen, which creates one or more of the following effects:
- Summon one Koopa Troopa
- Deal 3d4 fire damage to whoever has the most health
If Bowser dies, these effects occur immediately
summon all 7 koopalings and 1 bowser jr
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