AC 21 Natural Armor    Initiative +2 (12)
HP 365 (30d10 + 180)
Speed 40 ft., Climb 30 ft.
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
Skills Athletics +14, Intimidation +10, Perception +8
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire, Poison
Senses Darkvision 120 feet; Passive Perception 18
Languages Common, Draconic, Infernal
CR 18 (XP 20,000; PB +6)
Traits

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.

Actions

Multiattack. Bowser makes three attacks: one Bite, one Claw, and one Stomp.

  • 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.

Bonus Actions

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.

Legendary Actions

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.

  • Move. Bowser moves up to his speed without provoking opportunity attacks.

  • Smash. Bowser makes a Claw or Stomp attack.

  • 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.

    1. Lava Geyser – A geyser of molten rock erupts (Dex save DC 17, 4d10 fire in a 10-ft radius).

    2. Roaring Flame – The heat intensifies; all non-fire-resistant creatures must succeed a Con save (DC 15) or gain one level of exhaustion.

    3. Temporal Glitch – Time skips for a moment. Initiative order rerolls at end of round (1/encounter).

    🌡️ Ambient Mechanics:

    • All cold damage is halved due to the searing aura of the Throne.

    • Fire spells deal +2 damage per die rolled.

Emeria_Emrakul

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