| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 20 | +5 | +10 |
| CON | 16 | +3 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 12 | +1 | +1 |
| CHA | 18 | +4 | +9 |
Features
-
Arcane Clown Car (Vehicle Trait): Bowser Jr. pilots his personal flying vehicle, giving him a flying speed and allowing him to hover. If reduced to 0 HP, the Clown Car explodes (see “Self-Destruct”).
-
Legendary Resistance (2/day): If Bowser Jr. fails a saving throw, he can choose to succeed instead.
-
Spellcasting: Bowser Jr. is a 10th-level spellcaster. Charisma is his spellcasting ability (spell save DC 17, +9 to hit).
He knows the following spells:-
Cantrips (at will): fire bolt, minor illusion, prestidigitation
-
1st level (4 slots): shield, chromatic orb
-
2nd level (3 slots): mirror image, misty step
-
3rd level (3 slots): counterspell, fireball
-
4th level (2 slots): dimension door
-
5th level (1 slot): wall of force
-
-
Magikoopa Blaster (Ranged Weapon Attack): +10 to hit, range 90 ft., one target. Hit: 21 (4d8 + 3) force damage.
On a crit, it applies a random wild magic surge from the Sorcerer table. -
Clown Car Chomp (Melee Weapon Attack): +8 to hit, reach 5 ft., one target. Hit: 18 (3d10 + 2) piercing damage.
-
Paintbrush Trickery (Recharge 5–6): Bowser Jr. paints an illusionary hazard in a 10-foot square within 60 ft. Creatures entering or starting their turn in that area must succeed on a DC 17 Intelligence (Investigation) check or treat it as real (e.g., fall into fake pit, take illusory damage, etc.).
-
Self-Destruct (1/day): When reduced to 0 HP, Bowser Jr.’s Clown Car detonates in a 20-foot radius. All creatures in the area must make a DC 18 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a success.
-
Tactical Menace (Recharge 5–6): As a bonus action, Bowser Jr. can mark one creature within 60 ft. Until the end of Jr.’s next turn, that creature has disadvantage on saving throws against Jr.’s attacks and abilities.
- Cunning Action: Bowser Jr. can Dash, Disengage, or Hide as a bonus action.
Legendary Actions (3/round)
-
Paint Minion (Costs 1): Summons a magical paint construct (use Quasit stats with vulnerability to radiant damage) within 10 ft. of him.
-
Reposition (Costs 1): Bowser Jr. moves up to half his flying speed without provoking opportunity attacks.
-
Explosive Paintball (Costs 2): Fires a glowing orb of energy. Target must succeed on a DC 17 Dexterity saving throw or take 22 (4d10) force damage and be knocked prone.
Lair and Lair Actions
-
Reality Rewrite (Lair Action – Initiative count 20):
-
Bowser Jr. “repairs” or redraws the battlefield, causing:
-
Platforms to shift places.
-
Gravity to tilt (all flying creatures must succeed on a DC 15 Strength saving throw or be flung 10 ft in a random direction).
-
Portals to reappear elsewhere.
-
-
-
Graffiti Minions:
-
At 50% HP, Bowser Jr. paints 3 chaotic minions (use Quasits with the “Chaotic Paint” trait: immune to magic missile, vulnerable to radiant).
Animated Paint (Initiative count 10 each round):
-
Swirls animate and form one random hazard:
-
Fire stroke: Line of fire (30 ft x 5 ft), DC 16 Dex save or 4d6 fire damage.
-
Acid splash: 15-ft cone, DC 16 Con save or 3d8 acid damage and -1 to AC for 1 round.
-
Sticky ink: 20-ft radius zone becomes difficult terrain; DC 15 Dex save or restrained until end of next turn.
-
Healing aura (if Bowser Jr. is bloodied): He regains 15 HP.
-
-
-







Comments