Standing Leap. The bulette's long jump is up to 40 feet and its high jump is up to 25 feet, with or without a running start.
Taloned Feet. The bulette ignores difficult terrain related to ice and snow.
Blubbery Hide. Attacks targeting the bulette that do bludgeoning damage are made with
disadvantage.
Favored Enemy. The Bulette has advantage on Wisdom (Survival) checks to track Humans and Half-lings.
Cranial plate armor. The bulette's skull is strong as steel, therefore it gains +2 AC to non-magical physical attacks when attacked facing it's head.
Rising burst (4e). The bullete comes out of the ground, spraying rocks and dirt, and dealing any creature within 10ft 2d6 bludgeoning damage if they fail a DC 14 Dexterity saving throw.
Ground eruption (4e). Where the bullete surfaces or burrows in, the terrain is cosidered difficult.
Sensitive hearing (Hbr). If the bullete receive more than 25 thunder damage, it is deafened and incapacitated until it's next turn.
Weakness:
- Eyes. A creature may target the Bulettes eyes to deal double damage. When targeting the eyes the Bullet has +2 AC. The Eyes can only be targeted twice after which the Bulette is blinded and no longer takes additional damage to the eyes.
- Underside. The underside can only be targeted when the Bullet is above the attacker. Within 5ft No Cover, 10ft 1/2 Cover 15ft 3/4 cover is assumed when targeting the Bulettes underside the underside cannot be targeted from beyond 15ft. A hit to the Underside deals double damage while also giving the Bulette advantage on attacks made to their attacked within 5ft.
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.
Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) damage.
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 17 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 7 (1d6 + 4) bludgeoning damage plus 7 (1d6 + 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.
Rage. When the Bulette reaches 1/4 of its hp it rages taking half damage from any source of damage and can take 2 attacks per turn as it glows in an crimson red
lighting ray (Recharge 5-6). The bulette unleashes a powerful stroke of lightning from its front tentacles. dealing 22 (5d8) lightning damage to a single target. if hit that creature must make a dc 16 Con save or be stunned. If the Bulette takes lightning damage after using this ability, a short circuit happens and the bulette becomes paralyzed until it's next turn.
Headbutt counterattack (hbr). If a creature fails an attack facing the bulette's head, the bullete can make a headbutt attack
Description
stole like 3 different bulette abilities and made this shit
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