The Bunyip
Aggressive and territorial, bunyips hunt wild swamplands. Combining features of a hippo, a crocodile, and a great cat, a bunyip has a bulky body covered by thick flesh and dark fur. A bunyip’s legs are squat, ending in broad paws with webbed toes. Its stubby, wide tail is used as a rudder when it swims. At the end of its powerful neck is a fearsome head with strong jaws full of sharp teeth. The bunyip is most active at night when it uses its tremorsense to detect prey moving through the water.
Roars in the Night. Bunyips are largely solitary and territorial, and a bunyip aggressively defends its territory against other predators. A bunyip’s first line of defense against trespassers is its terrifying roar. Swamps that are home to bunyips often echo from sundown to sunrise with distant roars.
A Sudden Attack. Bunyips are ambush predators. Although not especially nimble or quiet when moving, a bunyip can lurk still and silent, often submerged, for long periods of time until suitable prey is detected. Then, the bunyip surges to attack with its powerful jaws.
Bunyip
Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 57 (6d12+18)
Speed 25 ft., swim 50 ft.
Ability Scores STR 23 (+6), DEX 9 (-1), CON 17 (+3), INT 3 (-4), WIS 10 (+0), CHA 7 (-2)
Skills Stealth +2 (in natural habitat when motionless)
Senses tremorsense 60 ft., passive Perception 10
Languages —
Challenge 3 (700 XP)
Ambush Predator: When motionless in its natural habitat, a bunyip is difficult to notice. Wisdom (Perception) checks to notice a hidden bunyip are made with disadvantage. If a bunyip surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 11 (2d10) damage from the attack.
Hold Breath: The bunyip can hold its breath for 30 minutes.
Actions
* Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage.
* Roar (Recharge 5-6): The bunyip emits a terrifying roar. Each creature within 60 feet of the bunyip and able to hear the roar must make a saving throw. Each creature that fails a DC 13 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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