Huge Beast, Chaotic Neutral
Armor Class 18 Reinforced Fat
Hit Points 285 (30d10 + 120)
Speed 40 ft., Fly 30 ft. Pounce. Does not provoke opportunity attacks, Walk 50 ft.
STR
24 (+7)
DEX
18 (+4)
CON
18 (+4)
INT
6 (-2)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +9, CON +9, WIS +8
Skills Acrobatics +10, Perception +9, Stealth +10
Damage Resistances Force, Psychic, Bludgeoning from non magical attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 120, Tremorsense 20ft, Passive Perception 19
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Mouse-Sized Enemies. Bojangles has advantage on attack rolls against Tiny creatures. Tiny creatures treat all of Bojangles’ space as difficult terrain. Bojangles’ melee attacks deal an additional 5 damage to Tiny creatures.

Massive Body. At the start of a creature’s turn within 10 feet of Bojangles, that creature must succeed on a DC 17 Dexterity saving throw or be knocked prone.

Predatory Instinct. When Bojangles reduces a creature to 0 hit points or successfully swallows a creature, its Pounce ability recharges.

Arcane Fat Padding. When Bojangles takes 25 or more damage from a single source, each creature within 15 feet must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn.

Familiar Bond. When Bojangles drops to 0 hit points, it dissolves into arcane dust instead of dying. It reforms in 24 hours unless its wizard master is slain.

 
Actions

Multiattack. Bojangles makes three attacks: one Bite and two Claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 7) piercing damage. If the target is Tiny, it must succeed on a DC 19 Dexterity saving throw or be grappled (escape DC 19) and restrained.

Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) slashing damage.

Pounce (Recharge 5–6). Bojangles leaps up to 30 feet toward a creature. The target must succeed on a DC 19 Strength saving throw or take 26 (4d10 + 7) bludgeoning damage and be knocked prone. If the target is prone, Bojangles may make a Bite attack as a bonus action.

Swallow Whole (Recharge 6). Bojangles attempts to swallow a creature it has grappled. The target must make a DC 19 Dexterity saving throw. On a failure, the creature is swallowed and takes 28 (8d6) acid damage at the start of each of Bojangles’ turns. A swallowed creature is blinded, restrained, and has total cover. If Bojangles takes 35 or more damage in a single turn from a swallowed creature, it must succeed on a DC 20 Constitution saving throw or regurgitate the creature.

Bonus Actions

Bonus Action Name. Can Bite as Bonus Action after Pounce

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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

Tail Sweep. A creature within 15 feet must succeed on a DC 18 Dexterity saving throw or take 12 (2d8 + 3) bludgeoning damage and be pushed 15 feet.

Sudden Scamper (Costs 2 Actions). Bojangles moves up to half its speed without provoking opportunity attacks.

Arcane Hairball (Costs 3 Actions). Bojangles coughs up an arcane hairball at a point within 60 feet. Each creature in a 20‑foot radius must make a DC 18 Dexterity saving throw or take 30 (6d8) force damage and be knocked prone.

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.

Description

Enter a general description for your monster here.

Lair and Lair Actions

On initiative count 20 (losing ties), Bojangles can take one of the following lair actions. He cannot use the same lair action two rounds in a row.

Falling Furniture. A massive piece of furniture (chair, book, or small table) topples in a 10‑foot square that Bojangles can see. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked prone.

Animated Toys. A clockwork mouse, bouncing ball, or stuffed creature animates and scurries across the battlefield. Each creature within 10 feet of the animated toy must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls until the start of the next round.

Arcane Catnip Burst. A puff of magical catnip fills a 15‑foot‑radius sphere centered on a point Bojangles can see. Each creature in the area must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn.

Shifting Rug. The thick rug fibers twist and writhe. Each Tiny creature standing on the rug must succeed on a DC 15 Strength saving throw or be restrained until the start of its next turn.

Potion Spill. A potion bottle falls from a shelf or table and shatters in a 10‑foot square. Roll a d6 to determine the effect:

  1. Healing mist (each creature heals 2d8 hit points)

  2. Fire burst (each creature takes 3d6 fire damage)

  3. Shrinking vapor (creature becomes Tiny for 1 minute)

  4. Grease slick (area becomes difficult terrain; creatures must succeed on a DC 15 Dex save or fall prone)

  5. Thunder pop (creatures are pushed 10 feet)

  6. Levitation cloud (creature rises 10 feet into the air)

 

 

Katiebug95

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