Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
The Alpha bulette makes two attacks: One with it's bite and one with it's Claw
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (2d10 + 5) slashing damage.
Deadly Leap. If the bulette jumps at least 15 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 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 16 (3d6 + 6) bludgeoning damage plus 14 (3d6 + 5) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 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.
Sandquake: (Rechages 5-6) - Area Effect: The alpha bulette slams the ground with both of it's front legs and causes an shockwave from underground that ripples through the sand. This shockwave creates an area of effect and everyone in the area must make a Dexterity saving throw (DC 17). Anyone who fails the saving throw is knocked prone taking 3d6(3d6 + 4) bludgeoning damage as the sand violently moves around their body. On a successful save the creature takes half damage.
Recharge: Once the bulette uses this ability, it recharges on a roll of 5-6 at the start of it's turn.
Sand Drag: If a creature is prone within 10 feet of the alpha bulette at the start of it's turn, the bulette can attempt to drag the creature underground as part of it's natural hunting tactics.
The creature must make a DC 17 Strength saving throw or be dragged 15 feet underground into a shifting sand tunnel created by the bulette.
While underground the creature is restrained and takes 2d6 bludgeoing damage at the start of their turn as the sand around them collapses and crushes them.
The creature must use their action to make a DC 17 Strength (Athletics) saving or Dexterity (Acrobatics) save to escape and return to the surface. On a failed roll they remain underground.- Another character can use their actions to pull teh buried creature free with a DC 16 Strength (Athletics) check.
- If the Alpha bulette takes damage while holding a creature underground, it must make a constitution saving throw (DC 10 or half the damage, whichever is higher) or release the creature.
Burrow Dodge:
When the alpha bulette is targeted by an attack it can see, it can use its reaction to burrow 10 feet as part of its movement, imposing disadvantage on the attack roll. It can use this reaction only if it is on loose ground or sand.
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