| Mod | Save | ||
|---|---|---|---|
| STR | 3 | −4 | −6 |
| DEX | 2 | −4 | −4 |
| CON | 3 | −4 | −4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +4 |
| WIS | 11 | +0 | +5 |
| CHA | 14 | +2 | +10 |
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Gungan Physiology. Amphibious; can breathe air and water and has a swim speed.
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Ceremonial Bulwark. While unarmored, Boss Nass’s layered regalia grants +2 AC (included).
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Big Boss Leadership. Allies of Boss Nass within 30 ft who can see or hear him gain +1 to attack rolls and saving throws against being frightened. If Boss Nass is incapacitated, the bonus ends until the start of his next turn.
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Gravitas. Boss Nass has advantage on Charisma (Persuasion) checks made to rally commoners, soldiers, or Gungans.
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Multiattack. Boss Nass makes two Cesta Baton attacks.
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Cesta Baton (Melee Weapon Attack). +4 to hit, reach 5 ft., one target. Hit: 1d6 + 1 bludgeoning. If the target is Large or smaller, it must succeed on a DC 12 STR save or be shoved 5 ft.
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Royal Decree (Recharge 5–6). Each creature of Boss Nass’s choice within 30 ft must succeed on a DC 13 WIS save or be frightened of him until the end of its next turn. Allies that can see or hear him may immediately move up to 10 ft as a reaction without provoking opportunity attacks.
Rally the Grand Army (3/Day). One ally within 30 ft regains 5 temporary HP and can make one weapon attack as a reaction.
Shield Up! When a creature Boss Nass can see targets an ally within 10 ft with an attack, Boss Nass imposes disadvantage on the attack roll (barking orders and interposing his baton).
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
Description
The bombastic ruler of Otoh Gunga, Boss Rugor Nass united Gungans under a single banner, brokered uneasy cooperation with the Naboo, and mustered the Grand Army during the Trade Federation’s invasion of Naboo. In a fight he’s more commander than duelist—bellowing orders, steadying morale, and prodding foes back with his ceremonial baton.
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.
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