Large Giant, Lawful Evil
Armor Class 19 Natural
Hit Points 200 (20d10 + 80)
Speed
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws WIS +6, CHA +7
Damage Resistances Fire
Senses Passive Perception 12
Languages Can speak all languages
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Charbroiled Skin. Bobby Slay is resistant to fire damage and has an AC of 19.

Long Legs. Ignores non-magical Difficult Terrain.

Random Susceptibility. At the beginning of combat roll on a d6 to determine a damage type for that match (1 = fire, 2 = poison, 3 = psychic, 4 = piercing, 5 = slashing, 6 = bludgeoning). If Bobby Slay is subjected to that damage type his movement speed is halved and has disadvantage on attack rolls and ability checks until the end of his next turn. This effect does not stack. 

Spellcasting. Bobby Slay is an 11th level spellcaster. His spellcasting ability is Charisma (DC 15, +7 to hit with spell attacks). Bobby Slay has the following Paladin spells prepared: 

1st level (4 slots): [bane], [command], [compelled duel], [cure wounds], [hunters mark], [searing smite]
2nd level (3 slots): [branding smite], [hold person], [misty step], [protection from poison] 
3rd level (3 slots): [dispel], [haste], [protection from energy], [elemental weapon]

Lay on Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Divine Smite. Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal fire damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Abjure Enemy (1/Match). As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

  • On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
  • On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity (1/Match). As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger. Supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Aura of Protection. Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (already included in saving throws).

Aura of Courage. You and friendly creatures within 10 feet of you can't be frightened while you are conscious.

Improved Divine Smite. You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 fire damage (Already included in weapon damage).

Actions

Multiattack. Bobby Slay makes two melee attacks, One with his Clever and one with his Greater Fork. If during the first attack Bobby Slay Crit Fails (rolls a 1 on his attack roll) he loses his second attack. If he Crit Fails on the second attack he drops his weapon he is attacking with.

Chef’s Seering Clever. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d10 + 5) slashing damage plus 1d8 fire damage.

Greater Fork. Melee Weapon Attack: +9 to hit, reach 5ft, thrown, versatile, range 20/60 ft., one target. Hit: 9 (1d6 + 5) piercing damage plus 1d8 fire damage.

Unarmed Strike. Melee Attack: +9 to hit, unarmed strike, reach 5ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Loot Tosser. Ranged weapon attack: +9 to hit, range 40/120ft, one target. Hit: 7 (1d4 + 5) bludgeoning damage. +1d4 for very rare & legendary chests.

Ghost Pepper Inferno(1/Match). Bobby Slay’s special stash of ghost peppers are kept hidden in his kitchen, he takes one into each battle with him. When consumed he exhales fire in a 120-foot cone. Each creature in that area must make a Dexterity saving throw (DC 15), taking 4d8 fire damage on a failed save, or half as much damage on a successful one.

Reactions

Grill Master: While Bobby Slay is wielding his Clever creatures provoke an opportunity attack when they enter the weapons range (10ft).

Legendary Reactions (3/Match): Three times per match, after being hit by an attack, Bobby Slay can take the following reactions, which he can take in response to being damaged by a creature that he can see:

  • Hellish Rebuke. Range 60ft. Bobby Slay points his finger, and the creature that damaged him is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw (DC 15). It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. 
  • Noxious Burp. Range 30ft. Bobby Slay belches up a cloud of noxious gas that surrounds the creature that damaged him. The creature must make a Constitution saving throw (DC 15). It takes 2d10 poison damage on a failed save, or half as much damage on a successful one.
  • Ghostly Critics. Range 120ft. Bobby Slay locks eyes with the creature that damaged him. The creature that damaged him is momentarily berated by taunts of Bobby Slays previous victims. The creature must make an Intelligence saving throw (DC 15). It takes 2d10 psychic damage on a failed save, or half as much damage on a successful one.
Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

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Lair/Ring Actions

On initiative count 0, roll a d20 followed by a d12 to determine which of the following lair and ring actions occur. Starting during the 5th round of combat an additional ring action happens, increasing by one every subsequent round:

Lair Actions

  • 1: Bobby Slays Enters the ring for 1 round and uses his Ghost Peper Inferno Action
  • 2-5: Flames from Bobby’s Kitchen- 4d6 Fire (Dex save DC15 to halve dmg)
  • 6-10: Smoke from Bobby’s Kitchen - 4d6 poison dmg and be poisoned within a 15ft radius, (Con save DC15 to halve dmg and avoid condition)
  • 11-14: Saws - 4d12 Slashing (Dex save DC15)
  • 15-19: Physic Damage - Anyone outside of the ring takes 4d6 physic damage (Int save DC15)
  • 20: Beam of Health- entering this will grant 40 temp HP

Ring Actions

  • 1-12 Evens: On an even roll fire erupts from the ring on the specified location. All creatures in a 15ft radius must succeed a DC15 Dex saving throw or take 4d6 fire damage and become poisoned until the end of their next turn; taking half damage and not becoming poisoned on a save.
  • 1-12 Odds: On an odd roll a thick black smoke starts billowing out of the ring in the specified location. All creatures in a 15ft radius must succeed a DC15 Con saving throw or take 4d6 poison damage and become poisoned until the end of their next turn; taking half damage and not becoming poisoned on a save.

 

Shino_Kage