Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Explosive entry. The albino Bulette Upon reappearing any creatures in the immediate area (5 ft) must make Dexterity saving throws DC13 to prevent being knocked prone. If creatures fail by 5 or more they are flung back 10 ft. take 2d4 damage, and are knocked prone. If creature Crit fails, they recieve a Bite, and are Grappled by the Bulette.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
Swipe. Melee Weapon Attack: The albino Bulette can swipe with its massive paws +4 to hit, reach 10 ft., 2 targets Hit: 30 [rollable] (4d12 + 4). Slashing Damage. On a successfull hit, target must make Strength or Dexterity saving throw (DC 15) to prevent being knocked prone.
Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.
Primal Aggression. The primal nature of the Bulette allows it to Surge with aggression, attacking twice in one turn.
Burrow. The bulette Can burrow underground and remain there until its next turn. While underground it can not attack unless it uses its Explosive Entry Legendary action. Upon its next turn the Bulette re-emerges and can not move or attack.
Explosive entry. The albino Bulette Upon reappearing any creatures in the immediate area (5 ft) must make Dexterity saving throws DC13 to prevent being knocked prone. If creatures fail by 5 or more they are flung back 10 ft. take 2d4 damage, and are knocked prone. If creature Crit fails, they recieve a Bite, and are Grappled by the Bulette.
Roll-out. The creature can roll up like a ball and roll into a single target. The target must make a dexterity saving DC 16 throw to jump out of the way otherwise the target takes 4d12+10 damage. On a successfull save the target is made prone.
this creature has 3 legendary resistances per round and 1 legendary action per round.
Description
This creature was thought to be extinct. The black underside of this creature was used as an extremely rare crafting material. It's thick Sand colored armor is extremely tough and was smelted to craft exquisite weapons. Many years of hunting this creature was thought to have led to its extinction.
Lair and Lair Actions
The Conquest of Champions ring is this creatures home. It stays burrowed deep under the ring and only emerges for fighters that Tauf deems worthy. Upon its arrival it Automatically goes first. it will lash out at the first Creature it sees. This creature has 1 Lair actions per round
Quake Ground. The bulette makes the earth beneath your feet shake and parts of the earth come up from below as it moves the tectonic plates below the Arena. All creatures within 30 ft of it must make Dexterity saving throws DC 16, or be knocked prone and take 2d12 damage (on successfull save damage is halved and Creature doesn't go prone).
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Posted Sep 12, 2022Give me any feedback please new to DMing and would love any help. this is for a homebrew campaign I'm doing and this is the "boss" after 3 sessions. Characters are Roughly lvl6-7. started them high so they wouldn't die immediately