Large Beast, Unaligned
AC 17 Natural Armor    Initiative +3 (13)
HP 152 (16d10 + 64)
Speed 40 ft.
Mod Save
STR 20 +5 +5
DEX 16 +3 +7
CON 18 +4 +8
Mod Save
INT 7 −2 −2
WIS 14 +2 +2
CHA 7 −2 −2
Skills Acrobatics +7, Perception +6
Resistances Fire
Senses Passive Perception 16
Languages None
CR 12 (XP 8,400; PB +4)
Traits

Glide. When the bishaten falls and isn't incapacitated, it can subtract up to 100 feet from the fall when calculating falling damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The bishaten makes three Tail attacks or two Firecone attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Firecone. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 12 (2d6 + 5) fire damage.

Firebreath. (Recharge 5–6). The bishaten exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Grasp (Recharge 6). The bishaten grabs a pinecone with its tail and holds onto it until it makes an attack with its tail.

Legendary Actions

 

The bishaten 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 bishaten regains spent legendary actions at the start of its turn.

Attack. The bishaten makes one Claw attack.

Pinecone Mines. The bishaten throw three unlit firecones that land in a random unoccupied space within a 30-foot cone in front of it. When the pinecone takes at least 1 fire damage it explodes dealing 7 (2d6) fire damage to each creature in a 5-foot radius around it.

Firecone Slam (Costs 2 Actions). The bishaten smashes a fiery pinecone into the ground creating multiple explosions along a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Corkscrew (Costs 3 Actions). The bishaten moves up to its glide speed in a straight line, While doing so, it can enter Large or smaller creatures' spaces without provoking opportunity attacks. The first time the bishaten enters a creature's space, the creature must make a DC 17 Dexterity saving throw or take 15 (3d6 + 5) bludgeoning damage and is knocked prone, or half as much damage on and can choose to be pushed 5 feet to the side of the bishaten on a successful one.

Description

Blood orange bishaten is similar in appearance to a standard bishaten; however, the primary colors of its feathers are orange and black instead of the standard bishaten's blue and white. The tips of its wings are yellow, and various parts of its body (namely its face, legs, and tail) are white. The main difference between blood orange bishaten and the normal bishaten is the blood orange bishaten's ability to breathe fire. Another key difference is that instead of throwing persimmons, blood orange bishaten throws highly explosive pinecones in which it can ignite with its fire breath or through impact force. They are able to masterfully spin these pinecones around itself like a top, or be stuck to the ground like mines that can be later set off. Blood orange bishaten is an aggressive monster that retains the cleverness of the normal bishaten. If provoked, it retaliates back with fire moves. It is even willing to attack other bishaten and throw explosive pinecones at them for its amusement. Unlike its counterpart, Blood orange bishaten is strong enough to fight Almudron into a stalemate. However, it must deal with competition like the rathalos.

Previous Versions

Name Date Modified Views Adds Version Actions
2/10/2025 5:37:51 AM
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Coming Soon
BoulderSmash

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