| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +15 |
| DEX | 10 | +0 | +0 |
| CON | 24 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 10 | +0 | +8 |
| CHA | 7 | −2 | +6 |
Multiattack. The banbaro makes one Horn attack and one Hip Check attack. While holding a tree or boulder, it uses its Throw attack in place of its Hip Check.
Hip Check. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20(2d12 + 7) bludgeoning damage.
Horn. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Horn (Requires Tree Trunk). Melee Weapon Attack: +9 to hit, reach 15 ft cone, dex save of 17 - half on success, full and prone on fail target. Hit: 23 (3d10 + 7) bludgeoning damage
Horn (Requires Boulder, Recharge 5-6). While holding a boulder in its antlers, the banbaro moves up to its speed. During this move it can move through the spaces of other creatures without provoking opportunity attacks. Each creature the banbaro moves through must succeed on a DC 19 Dexterity saving throw, taking 26 (3d12 + 7) bludgeoning damage and be knocked prone on a failed save, or half as much damage on a successful one.
Throw (Requires Tree Trunk or Boulder). Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target Hit: 10 (3d6) bludgeoning damage and the tree trunk or boulder is destroyed.
Improvised Weapon (Recharge 4-6). The banbaro digs up a large boulder, strikes a nearby tree, or pick up a tree trunk and hold it in its antlers.
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
Enter a general description for your monster here.
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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