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Bonnacon, “The Infernal Trailblazer”

Bonnacon 2
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The Bonnacon is described as a bull-like creature, but its distinctive backward-curving horns make it stand out. These horns, curling toward its neck, are thought to be useless for physical defense. Its body is robust and muscular, covered in a coarse, shaggy hide, often depicted in reddish or dark tones. The creature’s fiery-red eyes and smoke-like breath add an ominous edge to its already peculiar appearance.

Behavior:
Known for its peculiar and infamous defense mechanism, the Bonnacon is generally portrayed as a shy and non-confrontational creature. It avoids direct conflict, relying instead on its ability to expel a highly caustic and fiery excrement when threatened. This substance, often described as spreading over a vast area, can scorch the land and cause considerable harm to pursuers.

Habitat:
Legends place the Bonnacon in wooded or open plains, often within regions characterized as untamed and wild. These mythical creatures are thought to inhabit areas on the fringes of human civilization, where they graze and roam freely, feeding on vegetation.

Modus Operandi:
When pursued or cornered, the Bonnacon turns tail—literally. Rather than engaging directly with its aggressor, it releases a stream of burning excrement in a wide arc as it flees. This scorching spray not only disorients and repels would-be attackers but also leaves a trail of devastation that discourages further pursuit.

Motivation:
The Bonnacon’s primary drive is survival. It is not an aggressive beast but a self-preserving one, relying on its unique adaptation to escape predation. Its peculiar method of defense underscores its ingenuity in evading threats, ensuring its continued freedom in a dangerous world.


  • Bonnacon 5e
  • Bonnacon 3.5 Homebrew
Bonnacon
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Large Monstrosity, Neutral

Armor Class: 14 (natural armor)
Hit Points: 105 (10d10 + 50)
Speed: 40 ft.

STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)4 (−3)12 (+1)6 (−2)

Saving Throws: Dex +5, Con +8
Skills: Perception +4, Athletics +8
Damage Resistances: Fire
Damage Vulnerabilities: Cold
Condition Immunities: Frightened
Senses: Darkvision 60 ft., Passive Perception 14
Languages:
Challenge: 6 (2,300 XP)


Traits

Flaming Trail (Recharge 5–6):
When the Bonnacon moves at least 20 feet in a straight line, it leaves behind a trail of ignited, noxious excrement in a 10-foot-wide path. The trail lasts until the start of the Bonnacon’s next turn. Creatures entering the trail for the first time on a turn or starting their turn there must succeed on a DC 16 Dexterity saving throw or take 18 (4d8) fire damage, be coated in sticky, smoldering excrement, and suffer the effects of its Overpowering Stench.

  • Sticky Excrement: A creature coated in the excrement takes 5 (1d10) fire damage at the start of its turn and has disadvantage on Dexterity saving throws until it uses an action to scrape it off.

Overpowering Stench:
The fiery excrement releases a noxious odor that lingers in a 10-foot radius around it. Creatures in this area or coated in the excrement must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Scorched Hide:
The Bonnacon’s hide is resistant to fire, reducing fire damage it takes by 10 (to a minimum of 0). Creatures within 5 feet of the Bonnacon at the start of its turn take 5 (1d10) fire damage due to the heat radiating from its body.


Pungent Stench:
The Bonnacon itself emits a persistent odor that affects creatures within 10 feet. Those creatures must succeed on a DC 15 Constitution saving throw at the start of their turn or have disadvantage on attack rolls and ability checks until the start of their next turn.


Panicked Charge:
If the Bonnacon is below half its hit points, it can use its bonus action to Dash. When it does, it can move through creatures’ spaces. Any creature in its path must succeed on a DC 16 Strength saving throw or be knocked prone and take 13 (2d6 + 5) bludgeoning damage.


Actions

Multiattack:
The Bonnacon makes two attacks: one with its Gore and one with its Hooves.

  • Gore: Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
    Hit: 15 (2d8 + 5) piercing damage.
  • Hooves: Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
    Hit: 17 (2d10 + 5) bludgeoning damage.

Fiery Ejection (Recharge 5–6):
The Bonnacon sprays a cone of fiery, noxious excrement in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) fire damage, is pushed 10 feet away, becomes coated in sticky excrement, and suffers the effects of Overpowering Stench. On a successful save, the creature takes half damage and is not pushed or coated.

  • The ground in the cone becomes difficult terrain until the start of the Bonnacon’s next turn.

Tactics

  • Zone Control: The Bonnacon uses its Flaming Trail to block off enemies and force them into disadvantageous positions.
  • Disruption: Its Fiery Ejection scatters foes, creating zones of both damage and status effects.
  • Close Quarters: If cornered, it uses Gore and Hooves attacks to push through melee combatants.
  • Escape Strategy: The Panicked Charge helps it flee when outnumbered or seriously injured.

Legendary Actions (Optional Upgrade):

The Bonnacon can take 2 legendary actions, choosing from the options below:

  • Heat Surge (Costs 1 Action): The Bonnacon radiates a burst of heat. Creatures within 10 feet must succeed on a DC 15 Constitution saving throw or take 10 (3d6) fire damage.
  • Evasive Dash (Costs 1 Action): The Bonnacon moves up to its speed without provoking opportunity attacks.
  • Ignition Burst (Costs 2 Actions): The Bonnacon ignites all creatures and flammable objects within 15 feet. Each creature must succeed on a DC 16 Dexterity saving throw or take 14 (4d6) fire damage.

The Bonnacon from Asia. It has curled horns and emits burning dung.

Bonnacon
Create

There are reports of a wild animal in Paionia called the bonasus, which has the mane of a horse, but in all other respects resembles a bull; its horns are curved back in such a manner as to be of no use for fighting, and it is said that because of this it saves itself by running away, meanwhile
emitting a trail of dung which scorches pursuers like a sort of fire.”

Originally Posted by Raptorial of the Wizards Community forums.

On this Thread

An odd creature resembling a bison with inward-curling horns trots across the horizon. The hunters coming across the ridge bravely charge, but suddenly run in the opposite direction, leaving only one apparently brave young hunter. This bravery is shown as foolishness when the beast suddenly turns its back to the hunter, who erupts as a massive cloud of brown gas blasts out of the creature’s rear.

The bonnacon is an odd beast of the hills, resembling a bison with useless backwards curving horns. Its true weapon is in its rear end. When bonnacon are in danger, they will blast a massive cloud of flatulence that erupts into flame on contact with the air. The only time a bonnacon is away from its herd is a bull in mating season. When bulls get into their rut, they exude an even more noxious than normal stench around themselves. Leather made from bonnacon hide is highly prized, since the thick leathery skin is resistant to fire.

Bonnacon
Large magical beast
Hit Dice4d10+23 (45 hp)
Initiative+0
Speed40 ft. (8 squares)
Armor Class12 (-1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple+4/+11
AttackStamp +6 melee (1d6+3)
Full Attack2 Stamps +6 melee (1d6+3)
Space/Reach10 ft./5 ft.
Special AttacksBum blast
Special QualitiesDarkvision 60ft., fire resistance 10, Low-Light Vision, stench
SavesFort +11, Ref +4, Will +2
AbilitiesStrength 17, Dexterity 10, Constitution 20, Intelligence 2, Wisdom 12, Charisma 3
SkillsListen +3, Spot +3, Survival +4
FeatsGreat Fortitude, Toughness
EnvironmentTemperate hills
OrganizationSolitary or herd (2-12)
Challenge Rating3
TreasureNone
AlignmentAlways neutral
Advancement5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment
Bonnacon

Bum Blast (Su): As an attack, a bonnacon may release a 40-foot cone of fiery gas from its rump. Any creature caught in the blast takes 3d6 points of fire damage and becomes affected as per a stinking cloud. A Fortitude save (DC 30) negates the fire damage, but any creature caught in the blast that breathes is nauseated. This condition lasts as long as the creature is in the cloud and for 1d4 rounds after it leaves.

A male in rut produces a stinking cloud effect that is permanent. Creatures remain nauseated until the smell can be removed by natural or magical means (i.e. a bath taken, clothes watched, etc.). Magical items and metal items are unaffected by the smell. A delay poison or Neutralize poison spell removes the effect from the nauseated creature. Creatures with immunity to poison are unaffected.

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