Hypnotism. The targeted creature must make a DC 13 Constitution saving throw or be under the Bunyip's control.
Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) [damage type] piercing damage.
Claw. Melee Weapon Attack: +5 to hit, range 5 ft., 1 target. Hit: 6 (1d3 + 3) [damage type] slashing damage.
Squeeze. Melee Weapon Attack: +5 to hit, range 5ft., 1 target. Hit: 8 (1d8 + 3) [damage type] force damage. Target must make a DC 15 saving throw or be squeezed and take damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Its head and body are similar to an emu. Its hind legs are incredibly strong, and its fore legs are longer than its body. It swims like a frog. On land it stands up and can reach be from 12 to 13 feet tall.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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