Tapu Bulu (5e Creature)

From D&D Wiki

Jump to: navigation, search
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Pokémon franchise, and/or include content directly affiliated with and/or owned by Creatures Inc., Game Freak, and Nintendo. D&D Wiki neither claims nor implies any rights to Pokémon copyrights, trademarks, or logos, nor any owned by Creatures Inc., Game Freak, and Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Tapu Bulu[edit]

Medium fey, chaotic good

Armor Class 17 (natural armor)
Hit Points 297 (35d8 + 140)
Speed 60 ft.

22 (+6) 13 (+1) 18 (+4) 16 (+3) 18 (+4) 17 (+3)

Saving Throws Con +9
Damage Immunities force
Senses passive Perception 14
Languages Sylvan, understands Common but doesn't speak it, telepathy 120 ft.
Challenge 16 (15,000 XP)

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.

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!