Tapu Bulu (5e Creature)
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Medium fey, chaotic good
Armor Class 17 (natural armor)
Saving Throws Con +9
Grassy Surge. A creature that touches Tapu Bulu or hits it with a melee attack while within 5 feet of Tapu Bulu must succeed on a DC 17 Strength saving throw or be restrained for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Magic Weapons. Tapu Bulu's weapon attacks are magical.
Head Smash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage plus 56 (16d6) force damage, and Tapu Bulu takes half as much damage as recoil damage.
Nature's Madness (Recharge 5-6). Tapu Bulu conjures a momentary whirl of branches and vines at a point it can see within 60 feet of it. Each creature in a 30-foot cube on that point must make a DC 17 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.
Guardian of Alola (1/day). Tapu Bulu targets one creature within 120 feet of it that it can see. The creature must succeed on a DC saving throw against the magic or take force damage equal to half its hit point maximum.
Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) force damage.
The Tapu Bulu 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. The Tapu Bulu regains spent legendary actions at the start of its turn.
Detect. Tapu Bulu makes a Wisdom (Perception) check.
Move. Tapu Bulu moves up to half its speed without provoking opportunity attacks.
Gore (Costs 2 Actions). Tapu Bulu makes one Gore attack.
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