Amphibious. Bun-Gulp can breathe air and water.
Freedom of Movement. Bun-Gulp ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Psychedelic Ooze. Bun-Gulp exudes a gel that affects the minds of any who ingest it. Any humanoid that consumes a small amount must make a DC 20 Constitution saving throw, or else be subject to the following effects for 1 hour:
- The creature sees warped and shifting color patterns and has disadvantage on any ability check involving sight.
- The creature has disadvantage on any Charisma or Intelligence based saving throws triggered by Bun-Gulp.
Spellcasting. Bun-Gulp is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells, requiring no material components:
At will: Dancing Lights, Shocking Grasp,
5/Day Each: Chromatic Orb, Fog Cloud, Thunderwave
3/Day Each: Mirror Image, Shatter, Hypnotic Pattern
1/Day Each: Major Image, Stinking Cloud, Cloudkill
Multiattack. Bun-Gulp makes four attacks: One spell attack and three weapon attacks.
Tentacle Sting. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) acid damage.
Tentacle Grab. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained. Bun-Gulp can grapple four targets at once.
Fling. One Medium or smaller object held or creature grappled by Bun-Gulp is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Strike. Bun-Gulp magically creates a bolt of lightning, which can strike a target he can see within 90 feet. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Hypnotic Body. Bun-Gulp’s body creates a hypnotic pattern of colorful lights. Each hostile creature within 60 feet of BunGulp that can see it must succeed on a DC 16 Wisdom saving or be charmed by the hypnotic lights until the end of its next turn. While charmed, the creature is incapacitated and has a speed of 0.
Bun-Gulp 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. Bun-Gulp regains spent legendary actions at the start of its turn.
Tentacle Attack (Costs 2 Actions). Bun-Gulp makes one tentacle sting attack.
Fling. Bun-Gulp uses Fling.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Bun-Gulp takes a lair action to cause one of the following magical effects:
- A strong current moves through the lair. Each creature within 60 feet of Bun-Gulp must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from Bun-Gulp. On a success, the creature is pushed 10 feet away from Bun-Gulp.
- Creatures in the water within 60 feet of Bun-Gulp have vulnerability to lightning damage until initiative count 20 on the next round.
- The water in the Bun-Gulp's lair becomes electrically charged. All creatures within 120 feet of Bun-Gulp must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.
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