Relentless Charge: Bullet Bills are unable to turn quickly once they start moving and gain double movement speed while moving towards a hostile creature.
Flying: Bullet Bills are unable to walk but can fly indefinitely. They can change altitude by 5 ft. by using 10 ft. of movement. Bullet Bills are given the prone tag while landed but can start flying without any extra movement from a landed position unless they were forced into a prone position. Bullet Bills are unable to stop moving forward of their own accord unless they land.
Hit-and-Run: Bullet Bills do not take leaving engagement damage but are unable to deal leaving engagement damage.
Speeding Bash: Unarmed Melee attack: +5 to hit, reach 5 ft., one target. Hit: 30 (5d10) bludgeoning damage. This creature makes a headfirst, full throttle plunge into its target, causing it to end its attack on the opposite side of the creature it is attempting to attack whether it hits or not.
Description
Bullet Bills look just like what their name suggests, a human sized bullet. They have a booster in their back which propels them forward, and they fly by some unknown magical source within. Their arms are what allows them to do the minimal amount of turning that they can.
Red variants of Bullet Bills can turn much quicker and are much more aggressive than black ones.
*Based off the Bullet Bill enemy from the Super Mario Series by Nintendo*
Previous Versions
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11/30/2022 3:28:38 AM
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Coming Soon
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12/10/2022 4:47:33 PM
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1
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Coming Soon
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