Large Monstrosity, Unaligned
Armor Class 18 (natural armor)
Hit Points 136 (13d10 + 65)
Speed 40 ft., Burrow 40 ft.
STR
21 (+5)
DEX
12 (+1)
CON
22 (+6)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +8, CON +9
Skills Athletics +7, Perception +7
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Poison, Slashing
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 17
Languages Common (Can't speak) --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The bulette has advantage on saving throws against spells and other magical effects.
Slashing Immuinity. The Bulette - Elder is immune to slashing damage from nonmagical weapons.
Steely Hide. If a creature targets the bulette with a melee attack using a nonmagical weapon and rolls a natural 1 on the attack roll, the weapon breaks.
Siege Monster. The Bulette can deal duble damage to buildings and objects.
Standing Leap. The Bulette’s long jump is up to 30ft and 15ft high, with or without running start.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 37 (5d12 + 5) piercing damage. If this attack hits, the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the bulette cannot bite another target.

 Deadly Leap. If the bulette jumps at least 20 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 18 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 21 (6d6 + 5) bludgeoning damage plus 21 (6d6 + 5) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 10 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette’s space.

Ground Eruption (Recarga 5-6). The bulette burrows into the ground and emerges violently in a point it can see within 30 feet. Each creature in a 10-foot radius of that point must make a DC 18 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. The bulette then appears in an unoccupied space of its choice within 5 feet of the eruption point.

Reactions

Hard Carapace (3/Day). When the bulette is hit by an attack or spell, it can use its reaction to contract its armor plates, protecting its vulnerable points. Until the start of the attacker's next turn, the bulette's AC becomes 21. Additionally, it gains advantage on all saving throws until the start of its next turn.

Description

The Bulette - Elder is a normal Bulette, but it is alive for a long time. As time passed, he became more intelligent and has gained some new abilities. 

Let me give you an exemple of how to run this guy: 

Rumor: The players will come across a small caravan of people with sad expressions.
If approached, they will say that something has been killing the livestock and destroying the land and crops where they used to live. The area they lived in is not far, and they had a rice field, other vegetables, and animals for slaughter and cheese production. However, the place began to experience landslides and sinkholes. All the horses disappeared first, some leaving behind a pool of blood, and next were the cattle. Fearing for their safety, they decided to leave the place with the few belongings they could carry. They also mention that they recently started feeling tremors in the region.
Location: An old forest road, partially covered with vegetation and intertwined roots. The area is known for landslides and mysterious sinkholes. The night is cloudy, and the moon barely lights the path.
Situation: The tranquility of the journey is interrupted by a sudden tremor in the ground. The silence is broken by the sound of something large moving beneath the earth. In the distance, something unusual can be seen—a fin appears, cutting through the ground toward the group before disappearing back into the earth.


Encounter Elements:

Terrain:

  • The ground in the area is unstable and uneven, full of holes and landslide areas, creating difficult terrain.
  • Movement at normal speed is possible, but it will require a DC 14 Dexterity (Acrobatics) check to avoid tripping or falling into a fissure created by the bulette.
  • Natural Obstacles:
    Fallen trees and large roots can serve as partial cover for the characters (half cover) but also limit movement.

Terrain Actions:

  • Turn 2
    Landslides: The bulette can cause the ground around it to collapse. In the second round of combat, the ground around the characters (in a 20-foot radius around the bulette) partially collapses, creating a crater.
    Everyone must succeed on a DC 15 Dexterity saving throw or take 3d6 bludgeoning damage from falling rocks and debris and be knocked prone. On a success, they take half damage and are not knocked prone.
  • Turn 3
    Invasion of Subterranean Creatures: The collapsing terrain and constant digging of the bulette attract smaller underground creatures, such as swarms of worms or deformed beings from the depths (Darkmantles). They emerge from the walls of the crater or the tunnel created by the bulette and begin attacking anything they encounter. These creatures may not be strong individually, but in large numbers, they become a dangerous threat, forcing the characters to deal with them while still facing the bulette.
    Roll 1d4 to determine how many Darkmantles appear.

Habitat: GrasslandHillMountain

DonellyDom

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