| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +14 |
| DEX | 12 | +1 | +1 |
| CON | 24 | +7 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 15 | +2 | +8 |
| CHA | 21 | +5 | +11 |
Traits
Legendary Resistance (3/Day). If Bowser fails a saving throw, he can choose to succeed instead.
Fire Aura. At the start of each of Bowser’s turns, each creature within 10 feet takes 14 (4d6) fire damage. Creatures that succeed on a DC 20 Dexterity saving throw take half damage.
Magic Resistance. Bowser has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Bowser makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 28 (4d8 + 8) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 22 (3d8 + 8) slashing damage.
Fire Breath (Recharge 5–6). Bowser exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Ground Pound (Recharge 6). Bowser slams the ground with his fists. Each creature within 20 feet must succeed on a DC 21 Strength saving throw or be knocked prone and take 36 (8d8) bludgeoning damage. On a successful save, the creature takes half damage and isn’t knocked prone.
Legendary Actions
Bowser can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bowser regains spent legendary actions at the start of his turn.
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Tail Swipe. Melee Weapon Attack: +14 to hit, 15 ft. reach, one target.
Hit: 26 (4d6 + 8) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be pushed 15 feet away and knocked prone. -
Roar of Terror (Costs 2 Actions). Each creature of Bowser’s choice within 30 feet and able to hear him must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Fiery Step (Costs 2 Actions). Bowser magically teleports up to 30 feet to an unoccupied space he can see. Each creature within 5 feet of Bowser’s starting and ending spaces takes 14 (4d6) fire damage (DC 20 Dexterity save for half).
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
Lair Actions
When fighting in his volcanic lair, Bowser can invoke one of the following lair actions on initiative count 20 (losing initiative ties):
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Lava Eruption. Magma bursts from the ground in a 20-foot radius centered on a point Bowser can see within 60 feet. Each creature in that area must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half damage on success.
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Fiery Ground. The ground in a 30-foot radius around Bowser becomes blazing hot. Any creature that ends its turn in this area takes 14 (4d6) fire damage.
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