Hold Breath. The Bunyip can hold its breath for 8 hours.
Ambusher. On the first round of combat the Bunyip has advantage against any creature that is surprised.
Magic Resistance. The Bunyip has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the Bunyip fails a saving throw, it can choose to succeed instead.
Multiattack. The Bunyip can make two bite attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
Roar (Recharges 5-6). The Bunyip lets out an bone shaking roar. All creatures within a 60 ft., sphere centered around the Bunyip must succeed a DC 19 Wisdom saving throw or take 27 (5d10) thunder damage and become frightened. Failure by 5 or more will result in paralysis instead of fear.
Enslave (2/Day). The Bunyip targets one humanoid it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be magically charmed by the Bunyip until the Bunyip dies or until it is on a different plane of existence from the target. The charmed target is under the Bunyip's control and can't take reactions.
The Bunyip can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Bunyip regains spent legendary actions at the start of its turn.
Attack. The Bunyip can take one bite attack.
Detect. The Bunyip makes a Wisdom (Perception) check.
Feast (Costs 2 Actions). The Bunyip feeds on one creature that is at 0 hit points. That creature will automatically fail a death save if they make them and the Bunyip will heal 1d10 + that creature's Constitution modifier.
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