Friday, September 16, 2016

Bonjo Tombo, the Demon Ape

Hopefully Frog God Games won't mind, but a took a creature from their book, Dead Man's Chest, and converted it to 5e. Bonjo Tombo, the Demon Ape, trapped on the island he rules and a terrible threat to anyone who visits it.

Dead Man's Chest is a pdf they sell for $11.99, and comes in both the 3.5 & Pathfinder versions. It's a neat little book with a bunch of interesting maritime things in it. It also has a few adventures, including one with Bonjo Tombo.

Bonjo Tombo
Huge fiend, chaotic evil

Armor Class 17 (natural armor)
Hit Points 207 (18d12+90)
Speed 50 ft.

Str        Dex      Con      Int        Wis      Cha
27 (+8) 13 (+1) 20 (+5) 8 (-1)   10 (+0) 12 (+1)

Saving Throws Str +13, Con +10, Wis +5
Skills Athletics +13, Perception +5, Stealth +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Challenge 15 (13,000 XP)

Magic Resistance. Bonjo Tombo has advantage on saving throws against spells and other magical effects.

Water Vulnerability. Immersing Bonjo Tombo in running water or ocean water causes him to shrink one size category per minute until he reached Tiny size. Every size category he shrinks reduces his strength by -4 and reduces his weapon damage by 1d4. It takes Bonjo Tombo one month per size category to return to his normal size. Rain does not have this effect. Bonjo Tombo will not cross rivers or enter water under any circumstances.

Multiattack. Bonjo Tombo makes one attack with his bite and two with his fists.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) piercing damage.

Fists. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) bludgeoning damage.

Roar (1/day). Bonjo Tombo unleashes a horrific roar. Each creature within 60 feet of it that can hear it and that isn’t a demon must succeed on a DC 21 Constitution saving throw or be stunned until the end of Bonjo Tombo’s next turn.

Legendary Actions
Bonjo Tombo 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. Bonjo Tombo regains spent legendary actions at the start of his turn.

Attack. Bonjo Tombo makes one fist attack.

Charge. Bonjo Tombo moves up to his speed.

Fling (Costs 2 Actions). Bonjo Tombo grapples a creature that is size Large or smaller if he succeeds at a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. Bonjo Tombo then releases the creature he is grappling by flinging it up to 100 feet away from him, in a direction of his choice. If the creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung.

Bonjo Tombo, the Demon Ape, is a thoroughly evil monster that is as ferocious as he is dumb. Reputed to be the offspring of Demogorgon and a demon-tainted giant ape, Bonjo Tombo rules his jungle island with savagery and malice.

Bonjo Tombo looks like a massive ape with a frightening visage, possessing two pairs of glaring yellow eyes, one atop the other, and a pair of wicked tusks that jut out from his lower jaw. His filthy gray hide covers a massively muscled frame, which has long arms and short legs that end in apish feet. Despite his size, he is surprisingly stealthy as he stalks his island home. Bonjo Tombo fears running water, refusing to cross it under any circumstances.

Bonjo Tombo begins any violent engagement with his mighty roar, then immediately rushes his enemies to crush them with his mighty fists. He will also grab opponents and fling them into trees and other pieces of landscape, sometimes even throwing the hapless creature into its companions.

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