Sneaky bastard. His small size gives him advantage in Dexterity stealth rolls.
False Appearance. While Chucky remains motionless, it is indistinguishable from an ordinary toy.
Multiattack. Chucky makes two Knife attacks.
Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) slashing damage.
Sneaky Jump. When hidden, make a Melee Weapon Attack: +4 to hit, reach 5ft with 10ft. run, one target. Hit: 8 (2d4 + 2) piercing damage. Target has to make a DC14 Dexterity saving throw, or Chucky is stuck on target dealing 6 (1d6+ 2) piercing damage every turn.
And is considered encumbered. This ends when Chucky dies or the target succeeds on an DC15 Dexterity saving throw at the end of its turn to shake Chucky of.
Description
Encumbered.
- Half moving speed;
- Disadvantage on Dexterity and strength saving throws;
- Disadvantage on Dexterity and Strength ability Checks;
- Disadvantage on attack rolls.
Lair and Lair Actions
House of the mad alchimist.
Lair Actions
Hidden, caught on DC24 Wisdom perception check.
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