Large unknown, Lawful Evil
Armor Class 20 Natural armor
Hit Points 300 (28d20 + 6)
Speed 30 ft., Burrow 45 ft., Swim 60 ft.
STR
17 (+3)
DEX
7 (-2)
CON
14 (+2)
INT
5 (-3)
WIS
9 (-1)
CHA
18 (+4)
Saving Throws STR +7, CHA +8
Skills Athletics +7, Intimidation +8, Perception +3
Damage Vulnerabilities Fire
Damage Immunities Bludgeoning
Senses Passive Perception 11
Languages Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Spiked Shell. Immune to bludgeoning damage 

Legendary strength. Advantage on claw and tail attacks.

Actions

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.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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

Bgjaif

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