Medium Humanoid (Human), Chaotic Neutral
Armor Class 17 Varsity Jacket
Hit Points 80 (13d8)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
7 (-2)
WIS
7 (-2)
CHA
18 (+4)
Saving Throws STR +8, CON +8
Condition Immunities Exhaustion
Senses Passive Perception 10
Languages Common
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Dont annoy the Chad. If Chad gets to half his hitpoints or is insulted, the Chad flies into a rage. While raging, Chad gains the following benefits:
Advantage on Strength checks and Strength saving throws. When Chad makes a melee weapon attack using Strength, he gains a bonus of +4 the damage roll. Resistance to bludgeoning, piercing, and slashing damage.

Action Surge. Chad can push himself beyond his normal limits for a moment. On his turn, he can take one additional action.

 

Actions

Multiattack. The Chad makes two attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the Chad can grapple the target (escape DC 18).

Dads Money (Charm). The Chad uses his dads wealth and targets one humanoid he can see within 30 feet of him. If the target can see the Chad, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the Chad. The charmed target regards the Chad as a trusted friend to be heeded and protected. Although the target isn’t under the Chads control, it takes the Chads requests or actions in the most favorable way it can.

Each time the Chad or the Chad’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Chad is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Chads Posse (1/Day). The Chad magically calls 2d4 Guards, provided that Chad is in his home. While outdoors, the Chad can call 2d4 thugs instead. The called creatures arrive in 1d4 rounds, acting as allies of the Chad and obeying his spoken commands. The creatures remain for 1 hour, until the Chad dies, or until the Chad dismisses them as a bonus action.

Water Balloon. RangedWeapon Attack: +3 to hit, range 30/60 ft., 1 target. Hit: Target has disadvantage on attacks until Chad's next turn

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Parry. Chad may be weak when it comes to thinking, but fighting is where he excels. When an attacker hits Chad with a melee attack and Chad can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack.

Legendary Actions

The Chad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Chad regains spent legendary actions at the start of its turn.

Sucker Punch. The Chad makes one unarmed strike.

Here's a Taste. The Chad throws 1d6 silver pieces at the creatures face and moves up to his speed without provoking opportunity attacks.

Chads Keys. The Chad quickly pulls out his keys and uses them between his knuckles, perform an unarmed strike +1d6 piercing damage.

Description

Imagine a Chad and you've got it, proudly wearing his varsity jacket or a jumper of his shoulders and his pockets filled with his dads money. Chad is arrogant and selfish and often calls on his posse to deal with people he doesn't like.

Lair and Lair Actions

Chads lair is a mansion that his dad bought him, fitted with the latest designs and guarded by private security....hired by his dad.

Lair Actions

On initiative count 20 (losing initiative ties), the Chad takes a lair action to cause one of the following effects; the Chad can’t use the same effect two rounds in a row:

  • Chad calls upon his private security to help him, roll 2d6 to determine how many guards enter the battle.
  • Chad has his posse, 4 thugs, launch water balloons causing disadvantage on all strikes against Chad.

Regional Effects

The region containing a legendary Chad’s lair is under the influence of Chad and his dads wealth, which creates one or more of the following effects:

  • The guards and most commoners within 10 miles are likely to be discriminating and or report back to Chad with any information of outsiders.
  • All persuasion rolls within the 10 mile radious have disadvantage.

If the Chad dies, these effects fade over the course of 1d2 days.

Monster Tags: NPChumanoid

Habitat: Urban

Thomas5834

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