Medium Humanoid
AC 19 Koopa Clown Car    Initiative +5 (15)
HP 225 (30d8 + 90)
Speed 30 ft., fly 50 ft. Koopa Clown Car
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
Resistances Fire, Lightning, Psychic
Immunities Charmed, Frightened
Senses Darkvision 60 feet, Passive Perception 11
Languages Common, Draconic
CR 14 (XP 11,500; PB +5)
Traits

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

Actions

 

  • 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.

 

 

Bonus Actions
  • 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

 

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:

        1. Fire stroke: Line of fire (30 ft x 5 ft), DC 16 Dex save or 4d6 fire damage.

        2. Acid splash: 15-ft cone, DC 16 Con save or 3d8 acid damage and -1 to AC for 1 round.

        3. Sticky ink: 20-ft radius zone becomes difficult terrain; DC 15 Dex save or restrained until end of next turn.

        4. Healing aura (if Bowser Jr. is bloodied): He regains 15 HP.

 

 

Emeria_Emrakul

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