Huge Undead
AC 17 Natural Armor    Initiative +3 (13)
HP 295 (23d12 + 138)
Speed 40 ft.
Mod Save
STR 22 +6 +6
DEX 16 +3 +8
CON 22 +6 +11
Mod Save
INT 9 −1 −1
WIS 14 +2 +7
CHA 16 +3 +3
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., blind beyond this radius; Passive Perception 17
Languages Deep Speech understands Deep Speech but does not speak
CR 15 (XP 13,000; PB +5)
Traits

Disembodied Form.
Bongo Bongo is invisible until both its hands are restrained, destroyed, or a see invisibility or true seeing effect reveals it. While invisible, only the floating hands are visible (each with their own HP and initiative), and the body cannot be targeted.

Legendary Resistance (3/Day).
If Bongo Bongo fails a saving throw, it can choose to succeed instead.

Multi-Limbed Focus.
While both hands are active, Bongo Bongo cannot be flanked and is immune to sneak attack damage.

Actions

Multiattack.
Bongo Bongo makes two Slam attacks with its hands. If both hands are destroyed or restrained, it instead uses Bongo Slam and Eye Beam.

Slam (Hand Only).
Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 18 (2d10 + 7) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.

Bongo Slam (Recharge 5–6).
Bongo Bongo pounds the ground with invisible force. All creatures within 30 ft. must make a DC 18 Dexterity saving throw or take 28 (8d6) force damage and be knocked prone. On a success, half damage and no knockdown.

Eye Beam (Visible Form Only).
Bongo Bongo emits a blast of necrotic energy in a 60-foot line that's 5 feet wide. Each creature in the line must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much on a success.

Legendary Actions

Bongo Bongo can take 3 legendary actions, choosing from the options below. Only one can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

  • Clap (Costs 2 Actions). Both hands slam together on a target between them. The target must make a DC 18 Strength save or be stunned until the end of their next turn.

  • Ghostly Flick. One visible hand flicks an item or weapon from a creature's grasp. The target must succeed a DC 16 Strength save or drop the held object.

  • Drumbeat of Dread. Causes an illusory booming drumbeat. All creatures within 20 ft. must succeed on a DC 15 Wisdom saving throw or have disadvantage on their next attack roll or saving throw.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Emeria_Emrakul

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