when you attune yourself to the balloon boy you gain the following benefits: you have advantage of charisma checks and saving throws and can now ge the balloon to fight by your side.
Balloon Lure. Balloon Boy emits a mesmerizing glow from the balloons attached to him, causing creatures within 30 feet to have disadvantage on attack rolls against him.
Innocent Appearance. Balloon Boy's innocent appearance fools unsuspecting creatures, granting him advantage on Charisma (Deception) checks.
Multiattack: Balloon Boy makes two attacks: one with Balloon Jab and one with Balloon Bash.
Balloon Jab: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage. The target must succeed on a DC 14 Strength saving throw or be pushed 10 feet away and knocked prone.
Balloon Bash: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 6) bludgeoning damage. The target must make a DC 14 Dexterity saving throw or be stunned until the end of Balloon Boy's next turn.
Knuckle Pop: Balloon Boy rapidly inflates a balloon and pops it in a 10-foot radius sphere centered on himself. Each creature in that area must make a DC 14 Dexterity saving throw, taking 20 (3d10 + 6) thunder damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are deafened for 1 minute.
when players buy this balloon the shop keeper will say what is written in the description but sometimes make them make wisdom saves dc 10 and if they fail they are imidietly transported to the ninth layer of hell.
if they succeed on the saving throw tell them that hte balloon boy is looking at them wierdly.
Notes: to attune yourself to the balloon boy you have to treat it like your best friend for 24 hours.
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