Page 42 - Monster Manual Expanded III Dragonix
P. 42

Bungisngis                                             Bungisngis Shaman

         Huge giant,  chaotic neutral                           Huge giant, chaotic neutral

         Armor Class 15 (natural armor)                         Armor Class 15 (natural armor)
         Hit Points 103 (9d12 + 45)                             Hit Points 149 (13d12 + 65)
         Speed 30 ft.                                           Speed 40 ft.

             STR           DEX           CON           INT           WIS           CHA   STR           DEX           CON           INT           WIS           CHA
                 22 (+6)      12 (+1)      20 (+5)        5 (-3)         8 (-1)        14 (+2)          22 (+6)      12 (+1)      20 (+5)        5 (-3)       14 (+2)      14 (+2)

         Senses passive Perception 9                            Senses passive Perception 12
         Skills Stealth +4                                      Skills Stealth +5
         Languages Giant                                        Damage Resistance nonmagical bludgeoning, piercing, and slashing
         Challenge 7 (2,900 XP)       Proficiency Bonus +3        (from stoneskin)
                                                                Languages Giant
         Charge. If the bungisngis moves at least 20 feet straight toward a   Challenge 11 (7,200 XP)       Proficiency Bonus +4
         target and then hits it with a Tusk attack on the same turn, the target
         takes an extra 10 (3d6) slashing damage. If the target is a creature,   Charge. If the bungisngis moves at least 20 feet straight toward a
         it must succeed on a DC 17 Strength saving throw or be knocked   target and then hits it with a Tusk attack on the same turn, the target
         prone.                                                 takes an extra 10 (3d6) slashing damage. If the target is a creature,
                                                                it must succeed on a DC 18 Strength saving throw or be knocked
         Horrid Giggling. The bungisngis incessantly emits a magical,
                                                                prone.
         infectious giggling sound.  When a creature starts its turn within
         30 feet of the bungisngis and is able to hear the bungisngis, the   Horrid Giggling. The bungisngis incessantly emits a magical,
         creature must succeed on a DC 13 Wisdom saving throw, unless   infectious giggling sound.  When a creature starts its turn within
         the bungisngis is incapacitated. On a failed save, the target is   30 feet of the bungisngis and is able to hear the bungisngis, the
         charmed until the start of its next turn or until it takes damage.    creature must succeed on a DC 14 Wisdom saving throw, unless
         While charmed in this way, the target falls prone and starts giggling   the bungisngis is incapacitated. On a failed save, the target is
         uncontrollably, becoming incapacitated and unable to stand up.  A   charmed until the start of its next turn or until it takes damage.
         creature with an Intelligence score of 4 or less isn’t affected.  While charmed in this way, the target falls prone and starts giggling
           If a creature's saving throw is successful, the creature is immune to   uncontrollably, becoming incapacitated and unable to stand up.  A
         the bungisngis's Horrid Giggling for the next 24 hours.  creature with an Intelligence score of 4 or less isn’t affected.
                                                                  If a creature's saving throw is successful, the creature is immune to
         Poor Depth Perception. The bungisngis has disadvantage on any
                                                                the bungisngis's Horrid Giggling for the next 24 hours.
         attack roll against a target more than 30 feet away.
                                                                Poor Depth Perception. The bungisngis has disadvantage on any
         Stone Camouflage. The bungisngis has advantage on Dexterity
                                                                attack roll against a target more than 30 feet away.
         (Stealth) checks made to hide in rocky terrain.
         Actions                                                Stone Camouflage. The bungisngis has advantage on Dexterity
                                                                (Stealth) checks made to hide in rocky terrain.
         Multiattack. The bungisngis makes three attacks: one with its Tusk   Actions
         and two with its Claws.
                                                                Multiattack. The bungisngis makes three attacks: one with its Tusk
         Tusk. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16
                                                                and two with its Claws.
         (3d6 + 6) slashing damage.
                                                                Tusk. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16
         Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16
                                                                (3d6 + 6) slashing damage.
         (3d6 + 6) slashing damage.
                                                                Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
         Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target.
                                                                16 (3d6 + 6) slashing damage.
         Hit: 28 (4d10 + 6) bludgeoning damage.
                                                                Rock. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one
                                                                target. Hit: 28 (4d10 + 6) bludgeoning damage.
                                                                Spellcasting. The bungisngis is a 7th-level spellcaster. Its
                                                                spellcasting ability is Wisdom (save DC 14, +6 to hit with spell
                                                                attacks). The bungisngis has the following druid spells prepared:
                                                                Cantrips (at will): druidcraft, guidance, mending, produce flame
                                                                  (2d8)
                                                                1st level (4 slots): healing word, jump, thunderwave
                                                                2nd level (3 slots): beast sense, heat metal, spike growth
                                                                3rd level (3 slots): erupting earth, lightning bolt, meld into stone
                                                                4th level (1 slot): ice storm, stoneskin*
                                                                *The bungisngis casts this spell on itself before combat.
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