Bunyip (5e Creature)

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Medium monstrosity, chaotic neutral

Armor Class 13 (natural armor)
Hit Points 47 (6d8 +20)
Speed 20 ft, swim 40ft

17 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2)

Skills Athletics +3
Senses darkvision 60 ft, passive perception 10
Challenge 2 (450 XP)

Hold Breath. A Bunyip can hold its breath for an hour.

Matted Fur. If a creature makes a successful melee attack on a Bunyip, it is grappled (escape DC 15). Until this grapple ends the target is restrained, but can use its next action to make a Strength check against the grapple. On a success, it frees itself.

Wounded Fury. While it has 10 hit points or less, the Bunyip has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 1) piercing damage.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d8) bludgeoning damage.

Bunyips are reclusive aquatic mammals, that live in still bodies of water. Although they prefer shaded billabongs or oxbow lakes they have been known to inhabit anything from koi ponds to large lakes at times. They are rarely seen before they want to be, and with their thick tangled fur are often mistaken for waterweeds when they are. Preying mostly on fish and turtles, they relish the opportunity to ambush anything that approaches their waterhole. Many calls have been attributed to Bunyips, including yowls, grunts, hooting, and gurgling, though they have yet to be confirmed by a reputable source. Bunyips can sometimes be encountered searching for a new home during or just after heavy rain or thunderstorms.

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