Amphibious. The bunyip can breath air and water.
Blood Frenzy. The bunyip has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Keen Smell. The bunyip has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and if the target is Large or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the bunyip can't use its bite on another target.
Worry. A creature the bunyip is grappling must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (2d8 + 4) slashing damage and is stunned until the end of the bunyip's next turn. On a successful save, the creature takes half as much damage and isn't stunned.
Description
Looking like a cross between a shark and a leopard seal, the bunyip is a curious specimen of nature. Covered in a seal's matted fur, but with the fins, tail, and serrated teeth of a shark, the bunyip is an aquatic predator that can be found in shallow bodies of freshwater and near sea caves. It generally keeps to itself, heading out in the open only to forage for edible plants and hunt for prey. It is normally solitary, using its keen sense of smell to avoid encounters with other creatures and humanoids unless it can ambush them.
Frenzied Killer. What makes a bunyip dangerous is when it smells blood in the water, which sends it in a savage frenzy. A bite from a bunyip can become a life and death struggle for its victim. The bunyip drags its prey underwater and proceeds to thrash its head sideways, tearing and shredding its victim senseless.
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