Keen Smell. The Bunyip has advantage on Wisdom (Perception) checks that rely on smell.
Leaping Pounce. If the Bunyip moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Bunyip can make another claw attack against it as a bonus action.
Hold Breath. The Bunyip can hold its breath for 4 hours.
Slick Hide. the Bunyip cannot be grappled, and any attempt to grapple the bunyip with ropes or nets has advantage to escape and you have disadvantage to grapple.
Multiattack. The Bunyip can make two attacks one with its claws and another with its bite or it can make two claw attacks
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Description
The Bunyip is a cute name for such a monster, one that is usually not found anywhere else besides the horrid swamps and lands covered in bogs and reeds. the Bunyip usually has the appearance of a large aquatic cat, with an elongated neck, and razor-sharp fangs and teeth. the Bunyip usually makes its den in beaver dams of which it will usually expand out and then once done create its own territory. sometimes the companions to trolls who have managed to tame them. these creatures are surprisingly quicker in the water than they appear to be on land. usually hunting tribes of tortles or lizardfolk who might find the swamp something they wish to take for themselves, these beasts usually prefer solidarity in their hunting styles. usually hunting for the weaker prey they usually attack women and children of these swamp tribes. and for those who are brave enough to fell a Bunyip may find themselves quite welcome to any tortle or lizardfolk-like settlement.
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