| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +14 |
| DEX | 14 | +2 | +2 |
| CON | 22 | +6 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +9 |
| CHA | 20 | +5 | +11 |
Fiery Shell. When a creature within 5 feet of Bowser hits him with a melee attack, the attacker takes 7 (2d6) fire damage.
Thick Hide. Bowser has resistance to magic missile, and advantage on saving throws against being grappled or restrained.
Legendary Resistance (3/Day). If Bowser fails a saving throw, he can choose to succeed instead.
Multiattack. Bowser makes three attacks: one Bite, one Claw, and one Stomp.
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Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 24 (4d6 + 8) piercing damage. -
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 20 (3d8 + 8) slashing damage. -
Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 8) bludgeoning damage. Medium or smaller creatures must succeed on a DC 18 Strength saving throw or be knocked prone. -
Flame Breath (Recharge 5–6). Bowser exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much on a success. Flammable objects ignite.
Shell Slam (Recharge 6). Bowser leaps into the air and slams down in his spiked shell. Each creature within 15 feet must make a DC 19 Dexterity saving throw or take 31 (7d8) bludgeoning damage and be knocked prone.
Bowser can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.
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Move. Bowser moves up to his speed without provoking opportunity attacks.
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Smash. Bowser makes a Claw or Stomp attack.
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Fire Burst (Costs 2 Actions). Bowser creates a fiery explosion around himself in a 10-foot radius. Each creature in the area must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) fire damage.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Bowser can take a lair action. He can’t use the same effect two rounds in a row.
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Lava Geyser – A geyser of molten rock erupts (Dex save DC 17, 4d10 fire in a 10-ft radius).
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Roaring Flame – The heat intensifies; all non-fire-resistant creatures must succeed a Con save (DC 15) or gain one level of exhaustion.
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Temporal Glitch – Time skips for a moment. Initiative order rerolls at end of round (1/encounter).
🌡️ Ambient Mechanics:
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All cold damage is halved due to the searing aura of the Throne.
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Fire spells deal +2 damage per die rolled.
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