Spellcasting. The Blaster Banana is an innate spellcaster. Its spellcasting ability is Dexterity (spell save DC 13, +5 to hit with spell attacks). The Blaster Banana has the following wizard spells prepared:
(at will): light, mage hand, prestidigitation
(4/day): detect magic, mage armor, magic missile, shield
(3/day each): misty step, spike growth
(3/day each): counterspell, fireball, dispel magic
Spell Reflection. Any time the blaster banana is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the blaster banana is unaffected. On a 6, the blaster banana is unaffected, and the effect is reflected back at the caster as though it originated from the blaster banana, turning the caster into the target.
Death Burst. When the blaster banana dies, it explodes in a burst of banana bits. Each creature within 10 ft. of it must make a DC 13 Dexterity saving throw, taking 3 (2d4) force damage on a failed save and become blinded until the end of their next turn, or half as much damage on a successful one and not become blinded. A blinded creature can use an action to wipe their face removing the blind. Additionally, the area where the explosion happened is considered difficult terrain for 1d4 rounds.
Multiattack. The blaster banana uses its Wing buffet if possible and makes makes two attacks with its kunai or one use of its eldritch blast which can be used on one or two targets each bolt can hit the same or a different target.
Kunai. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., two bolts. Hit: 8 (1d10 + 3) force damage with each bolt and is knocked back 10 feet in the direction the banana chooses and has its movespeed reduced by 10 feet until the end of the banana's next turn.
Wing Buffet (Recharge 5–6). The blaster banana beats its wings rapidly. Each Medium or smaller creature within 5 feet of the blaster banana must make a DC 13 Strength saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.
Description
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Previous Versions
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3/1/2023 3:27:55 AM
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