Amphibious. The Bunyip can breathe air and water
Booming Roar (3/Day): The Bunyip emits a magical roar. Each creature within 500 feet of the Bunyip and able to hear the roar must make a saving throw. Each creature that fails a DC 15 Wisdom saving throw is Frightened for 1 minute. A Frightened creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
Charge. If the Bunyip moves at least 20 ft. straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Grappling Mane: A Bunyip's shaggy coat is magically flexible and capable of ensnaring nearby prey, allowing the Bunyip to easily drag them into large bodies of water to drown them. Each creature that starts its turn within 5 feet of the Bunyip must succeed on a DC 10 Strength saving throw or become grappled by the Bunyip until the start of its next turn.
Multiattack. The Bunyip makes two attacks: one with its bite and one with its claws.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
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