Innate Spellcasting. Bonu-bagnu's innate spellcasting ability is Intelligence (spell save DC 24). Bonu-bagnu can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, lightning arrow, lightning bolt, 3/day: chain lightning, charm person (5th level spell slot), confusion, 1/day: legend lore,
Magic Resistance. Bonu-bagnu has advantage on saving throws from spells and other magical effects.
Magic Weapons. Bonu-bagnu's weapon attacks are magical.
Multiattack. Bonu-bagnu makes 2 single-handed longsword attacks, and 2 dagger attacks, or 2 double-handed longsword attacks.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with 2 hands.
Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft., or range 20/60 ft., 1 target. Hit: 5 (1d4 + 3) piercing damage.
Bonu-bagnu 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. Bonu-bagnu regains spent legendary actions at the start of its turn.
Movement. Bonu-bagnu moves up to half his speed. Swift Dagger Strike. Bonu-bagnu makes a dagger attack.
Description
Bonu-bagnu is the preacher of greed, envy, gluttony, and lust. He travels in a large, portable house made to be very stylish, and stops in civilization to thrive drug production, crime, and more. He is the leader of a very large crime organization, the lightning men, with over 10,000 members worldwide. He has Innate abilities to charm, perplex, find answers, and summon lightning in many different ways. Bonu-bagnu resembles a very tall, fat, and imposing human, with a pig-like head that is riddled with piercings. He wields a longsword and dagger that is used most of the time, since he doesn't want to 'play an ace when all you need is a deuce'. His magic is very powerful, since he sends electricity everywhere he can, and deals massive damage.
Lair and Lair Actions
Bonu-bagnu lives in a stylish, flamboyant wood and metal house that has retractable wheels. It is two stories, and one giant room with stairs in each corner. The house is 30 ft. on a side, and requires 4 oxens to move, and has one double door entrance. Bonu-bagnu encountered in his layer has a challenge rating of 26.
Lair Actions
On initiative count 20 (losing initiative ties), Bonu-bagnu takes a lair action to cause one of the following effects; the Bonu-bagnu can’t use the same effect two rounds in a row:
- The metal floor of the lair is effected with a sudden burst of electricity. everyone standing on the floor must make a DC 20 Dexterity saving throw or take 1d10 lightning damage.
- A large amount of gaseous drugs comes out of a hidden ceiling vent. All creatures in Bonu-bagnu's layer must make a DC 15 Constitution saving throw or have unusual visions and be extremely confused, as if getting affected by the confusion spell.
Regional Effects
The region containing Bonu-bagnu’s lair is filled with greed, envy, gluttony, and lust, which creates one or more of the following effects:
- All evil creatures within 3 miles have a compulsion to come to Bonu-bagnu's lair.
- If a creature is within 1 mile of Bonu-bagnu's lair attempts to cast dispel evil and good, the creature must make a DC 15 Intelligence saving throw. If failed, the spell fails. if succeeded, the spell works as normal.
- A large burst in criminal activity and unlawful behavior is apperant in civilizations within 5 miles of Bonu-bagtu's lair.
If Bonu-bagnu dies, these effects fade away after 1d4 days.
Previous Versions
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