Incorporeal Movement. The Boo can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the Boo has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Boo Hide and Seek. The Boo has advantage on stealth checks.
Legendary Resistance (3 per day). If Big Boo fails a saving throw, it can choose to succeed instead.
Magical Attacks. Big Boo's attacks are considered magical for the purpose of overcoming resistances and immunities.
Boo!! The Big Boo suddenly screeches loudly. Any creature within 40ft. must succeed a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the save on their turn. Any creatures that succeed the save will be immune to Boo!! for 1 hour.
Multiattack. Big Boo can attack twice with Tongue Slap.
Tongue Slap. Melee Weapon Attack: +12 to hit, reach 15 ft., 1 target. Hit: 17 (3d6 + 7) bludgeoning damage.
Charge (Recharge 5-6). Big Boo charges straight forwards in a 60ft. line. Any creature within range must succeed a DC 20 dexterity saving throw or take 7d10 bludgeoning damage.
Invisibility. The Boo glows blue and summons spirit balls which go into it's body, causing it to become invisible for up to 1 minute. If the Boo attacks or is attacked, it re-appears.
Split (Once per day). Big Boo loses 30 hit points, but summons 3 Boos (Gloomy Manor) within 10ft. of it.
The Big Boo 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 Big Boo regains spent legendary actions at the start of its turn.
Spectral Shockwave (Costs 3 Actions). Big Boo slams itself into the ground, creating a rippling shockwave in a 70ft. radius centred upon itself. Any creature other than Big Boo must succeed a DC 21 Dexterity saving throw or take 8d8 thunder damage and fall prone.
Teleport (Costs 2 Actions). Big Boo suddenly teleports in a flash of white smoke and illusory bats and re-appears in a space which Big Boo could see up to 100ft. away.
Tongue Slap. Big Boo uses Tongue Slap.
Description
"You know when I said that "Boos are a large threat, particularly when they gang up"? Well, this is what I was referring to. When Boos get together they form a large, powerful entity. A Big Boo, if you will. Now, they may not be able to create Spirit Balls in this form, and they may not be the King, but they sure are big! Big enough to crush you!"
-Professor Elvin Gadd.
Lair and Lair Actions
Big Boo resides in the Train Exhibit of the Treacherous mansion, a mysterious model train set in a glass box. It has been warped by the Paranormal Dimension, causing it to be its own separate location of a normal size. There are train tracks, with a red and yellow train with a drill on the front on the tracks.
Lair Actions
On initiative count 20 (losing initiative ties), the Big Boo takes a lair action to cause one of the following effects; the Big Boo can’t use the same effect two rounds in a row:
- The train comes past, drill buzzing. A single creature of Big Boo's choice must succeed a DC 17 Dexterity saving throw or take 3d6 piercing damage and fall prone.
- A paranormal force appears at any point that Big Boo can see. Any creature within 40ft. of the chosen point must succeed a DC 17 Dexterity saving throw or be pulled 15ft. towards it.
Regional Effects
The region containing a legendary Big Boo’s lair is a warped model train set in the Train Exhibit, which creates one or more of the following effects:
- It is completely dark. Darkvision or a light source is required to see.
- A faint, evil laughing sound is reverberating throughout the room, which seems to have come from an entity which has recently left the Train Exhibit.
If the Big Boo dies, these effects fade over the course of 1d4 days.
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