Multiattack. Can make two attacks with either the claw or tail attacks
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (2d6 + 4) slashing damage.
Tail whip. Bowser sweeps his tail, anyone within a 10 ft cone originating from the backside of the creature make a DC 13 dexterity saving throw, on a fail targeted creatures will be knocked prone and take 4d4+4 bludgeoning damage. On a save take no damage.
Shell Slam. Ranged weapon attack. +2 to hit, Range 60ft., one target. Hit: (2d8+4) Bludgeoning damage + (1d6) Piercing damage. Bowser ducks into his shell to conserve angular momentum and begins to spin rapidly towards a target. He returns to his original position after the attack but can choose to use the "Shell defense" ability without using an action after the attack has finished (can stay inside the shell after the attack).
Fireball (Recharge 5-6). A large fireball erupts from Bowsers mouth and is launched at his foes with the force of a cannon. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
Shell Defense. Bowser withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.
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