Hold Breath. The Bunyip can hold it's breath for up to an hour while it is on land
Camouflage. The Bunyip has advantage on Stealth checks made while in a swamp, lake, or pond.
Ambusher. The Bunyip has advantage on attack rolls made against a surprised target
Matted Fur. If a creature makes a successful melee attack from within 5 ft of the Bunyip, the creature is considered grappled, and must make an Athletics check of a DC 13 to successfully escape.
Wounded Fury. While the Bunyip has 10 or fewer hit points, it has advantage on attack rolls. In addition, it deals an additional 7 (2d6) damage to any target it hits with a melee attack.
Bite: Melee weapon attack: +5 to hit, reach 5ft, one target. Hit: 8 (2d4+3) piercing damage. On a critical hit, the target must succeed a DC 11 Strength or Dexterity saving throw or have a limb severed (Up to DM's discretion)
Slam: Melee weapon attack: +5 to hit, reach 5ft, one target. Hit: 7 (1d8+3) bludgeoning damage.
Terrifying Roar {4-6}: Each creature within 30ft of the Bunyip that can hear must make a DC 13 Wisdom saving throw. On a failure, they take 2d6 psychic damage and are frightened for 1 minute, and are able to repeat the save at the end of their following turns. On a successful saving throw, a creature is immune to this effect for 24 hours.
Description
Bunyips are reclusive aquatic mammals that live in still bodies of water and swamps. They are ambushers and lone hunters by nature, and are rarely seen before they want to be. Their thick tangled fur allows them to be mistaken for water weeds even when they are seen.
Adapted from the Fiend Folio, Page 17
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