Medium Fiend, Neutral Evil
Armor Class 15 Breastplate
Hit Points 272 (32d8 + 128)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
19 (+4)
INT
26 (+8)
WIS
23 (+6)
CHA
25 (+7)
Saving Throws CON +12, INT +16, WIS +14
Skills Athletics +11, Intimidation +15, Perception +14, Performance +15, Persuasion +15
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Truesight 120 ft., Passive Perception 22
Languages All, Telepathy 120 ft
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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.

Actions

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.

Legendary Actions

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

Name Date Modified Views Adds Version Actions
3/15/2020 3:06:17 PM
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Habitat: Urban

GUY2000

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