Armor Class 13
Hit Points 53 (5d10 + 3)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
10 (+0)
INT
11 (+0)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +2
Skills Arcana +2
Condition Immunities Frightened
Senses Darkvision 60 feet, Passive Perception 14
Languages Common, Giant Elk
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Hoodoo salves. Bangle has 1d8+1 hoodoo potions around his belt. If a creature uses an action to drink them they get healed 1d6 hit points

Voodoo poppet. Bangle has 1d4+1 voodoo dolls in his bag. He can use an action to animate them, which gives them the stats of a homunculus but they have no flying speed

Actions

Happy voodoo healing. bangle targets a creature within 30 feet of him. They get 1d4 temporary hit points.

Club. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: (2d4 + 1) [bludgeoning] damage. 

Big bad hoodoo curse. RangedWeapon Attack: +4 to hit, range 30ft/50ft., 1 target. Hit: the target takes an extra 1d6 cold damage whenever it is hit with an attack for the next minute 

Reactions

Voodoo helpers. Bangle can only use this when one of his voodoo dolls are active. When he is targeted by an attack he can make one of his voodoo dolls become the target instead of it is within 5 feet of him

Description

Once there was a gnome named bangle. He liked hoodoo and voodoo. He could not decide which one to do so he did them both.

Pinkiepiethefirst7

Comments

Posts Quoted:
Reply
Clear All Quotes