Gargantuan Beast, Chaotic Evil
Armor Class 22 (Natural Armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
14 (+2)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +9, CON +17, WIS +9, CHA +13
Skills Perception +16
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Bowser fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Bowser can use his Frightful Presence. He then does any three attacks.

Laser Punch. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) Bludgeoning damage. Every creature within a 20 ft. radius must do a Constitution saving throw. If they fail, they take another 17 (2d6+10) Force damage.

Frightful Presence. Each creature of Bowser's choice that is within 120 feet of Bowser and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Bowser's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6 Turns). Bowser exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Bowser can use one of his legendary action only at the end of another creature's turn. Bowser recharges his legendary action at the end of his turn.

Meteor Summon (Costs 2 Actions). Three meteors, each 5 ft. in diameter with a -1 to hit, fall slowly wherever Bowser chooses within a 120 ft. radius. If they successfully hit someone, they deal 100 (30d6+10) Bludgeoning damage. No matter what, all creatures within a 20 ft. radius must do a Constitution saving throw. If they fail, they take 17 (2d6+10) Force damage.

Teleport. Bowser can teleport to anywhere within a 120 ft. radius.

Description

Will usually be flying.

Lair and Lair Actions

 

Bowser's Galaxy Generator

Built around a Black Hole, Bowser has a large inter-dwarf-planetary castle. It is made mostly of bricks and lava. The dwarf planets in it have many large statues of Bowser, and his minions guard the place tightly. Navigating around is like going through a maze.

The gravity on the dwarf planets is weak, and you can reach one by jumping off of another. Each planet is about 50 ft. in diameter. (They are called planets in game despite their small size).

Lair Actions

On initiative count 20 (losing initiative ties), Bowser takes a lair action to cause one of the following effects; Bowser can’t use the same effect two rounds in a row:

  • Magma erupts from a point on the ground Bowser can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than Bowser on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Regional Effects

The region Bowser's Galaxy Generator is changed by Bowser's magic, which creates one or more of the following effects:

  • Non-human creatures killed by anything besides Bowser revive in 24 hours.
  • Bowser can sense when something enters his castle, but cannot sense anything about them.

If Bowser dies, these effects fade over the course of 1d10 days.

Lord_Ecramox_the_Almighty