Medium Humanoid, Chaotic Evil
Armor Class 18 ( ;
Hit Points 150 (18d12 + 33)
Speed 40 ft.
STR
20 (+5)
DEX
8 (-1)
CON
23 (+6)
INT
20 (+5)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws DEX +4, CON +11, WIS +10, CHA +9
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 15
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

The Show Must Go On. While in his demiplane, Bob Barker can expend a legendary action to end a condition on him. He can do this even if the condition would normally prevent Bob from taking actions. Bob must have no remaining Legendary Resistances to use this ability.

Double or Nothing (1/Day). When Bob Barker drops to 0 hit points, he immediately stands again at full hit points and summons a simulacrum with the same stat block, ignoring this trait.

The Arena (1/Day) As an action, Bob Barker can summon a door to his demiplane as if casting the spell demiplane. Additionally, while inside his demiplane, he may use an action to force any creature out of his plane, causing them to appear in a harmless location near where they went through the door.

Actions

Multiattack. Bob makes three attacks: one with its bite and two tomato pelts.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage

Tomato Pelt. Ranged Weapon Attack: Bob Barker targets 2 creatures he can see within his demiplane. Those creatures must make a DC 19 Dexterity Saving throw or take 20 (2d12 + 7) bludgeoning damage. 

Lightning Round (Recharge 5–6). Bob Barker manifests lightning in a 20-­foot radius sphere. Each creature in the area must make a DC 17 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.

Bonus Actions

No Whammies. A randomly selected must guess a numerical factor of Bob Barker's stat block. The players then go in a circle also guessing.Each creature who made a guess takes 5 (2d4) psychic damage, except for the player who guessed the closest without going over.

Reactions

Let's Make a Deal. When Bob Barker is hit with an attack, he disappears and in his space stand 3 identical doors. The attacker can then choose a door to open. Roll (1d6). on a 1-2, the attacker reveals a whammy, dealing 7 (2d6) psychic damage. On a 5-6 the doors disappear and the damage goes through.

The remaining doors stay, so if 2 doors remain and a creature hits Bob Barker, roll similarly to before, but the doors disappear and damage goes through on a 3-6.

Legendary Actions

Bob Barker 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 dragon regains spent legendary actions at the start of its turn.

Lose a Turn. Bob Barker targets one creature he can see within 90ft. The target must roll a d6 and loses one spell slot of level equal to the roll. If the target does not have a spell slot of the rolled level, this action has no effect.

Bark (Costs 2 Actions). Bob Barker targets one creature he can see within 90ft. The target must make an Intelligence saving throw DC 17. On a failed save, the target takes 11 (3d6) psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

Lair and Lair Actions

Bob Barker's Lair is his demiplane game show set, filmed before an etherial studio audience.

Lair Actions

On initiative count 20 (losing initiative ties), Bob takes the following lair action:

  • Each of the players wagers a number between one and their character's current hit point total (Temp HP does not count) Bob then asks the party a trivia question. The question can be about anything a particularly astute party member would know. (Questions must be in-universe and things at least one player character could feasibly know or remember) Each player makes a guess to the question and reveals their answers simultaneously. Anyone who gets the question right gains hit points equal to their wager. If this goes above maximum, they can take temp HP equal to the difference. Anyone who guesses incorrectly takes psychic damage equal to their wager.

Regional Effects

While in Bob Barker's Lair, the following effects apply:

  • Called Luck. At the beginning of a player's turn, they may call a number from 1 to 20. Rolling that number on a d20 for an attack roll for the next turn results in a critical hit (A natural 20 loses the ability if this is used)
Raldge

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