Medium Humanoid, Chaotic Evil
Armor Class 18 (Leather Armor)
Hit Points 90 (12d8 + 36)
Speed 35 ft., fly 40 ft.
STR
22 (+6)
DEX
12 (+1)
CON
16 (+3)
INT
20 (+5)
WIS
5 (-3)
CHA
10 (+0)
Saving Throws DEX +5, CHA +4
Skills Arcana +9, Athletics +10, Deception +4, Investigation +9, Nature +9
Senses Passive Perception 7
Languages Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Reckless Attack. At the start of their turn, Kronk & Yzma can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their next turn. 

Rage (4/day). Up to four times a day, Kronk & Yzma can go into a rage, gaining the following benefits:

  • Advantage on strength saving throws and strength checks
  • Resistance to all bludgeoning, piercing, and slashing damage
  • An extra 2 damage done on melee weapon attacks

Kronk’s Instinct. While not the brightest person, he does have innate instincts that help save him and Yzma. They have advantage on initiative rolls and cannot be surprised while not incapacitated. In addition, they have advantage on Dexterity Saving Throws

Experimental Elixir. See 'Elemental Elixer' at bottom.

Speak with Animals. Kronk is a junior chipmunk and has thus learned to be versed in all the woodland creatures, but he is best at speaking with squirrels. Kronk can cast 'speak with animals' at will. 

Actions

MultiAttack: Yzma & Kronk can attack multiple times in a turn. Kronk can swing his weapon a maximum of two times, and Yzma can throw a maximum of three vials (see potions for more options). They can work together, however, and Kronk can swing once with his axe and Yzma can throw either one potion or two vials of acid.

KRONK

Greataxe. Strength Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 1d12 slashing + 6 (+2 if raging).

Great Weapon Master. On Kronk’s attacks with his greataxe, he can choose to have Yzma try and help him using a bit of momentum. They receive a -5 penalty to hit, but if they hit, they get +10 to damage.

Charger. If Kronk moves at least 15 feet in a straight line before making an attack, adds 1d6 to the damage done.

YZMA

Ranged Attacks: +9 to hit, range (20/60 ft).

Acid. The target takes 2d6 + 5 acid damage.

Potions (Roll a d6 to randomly determine the potion Yzma grabbed. She can throw either 2 vials of acid and 1 potion, or just throw 2 potions). 

Stunning Potion (1). The targeted creature must make a DC 17 Constitution Saving Throw or take 1d6 psychic damage and become stunned until the end of your next turn.

Fear Potion (2). The targeted creature must make a DC 17 Wisdom Saving Throw or take 1d6 psychic damage and become frightened for 1 minute. The target can repeat the saving throw at the end of each of their turns.

Polymorph Potion (3). The targeted creature must make a DC 17 Wisdom Saving Throw or become under the effects of the polymorph spell for up to 1 hour, or until the target drops to 0 hit points or dies. The target gets polymorphed into a Llama (1), Octopus (2), Eagle (3), Turtle (4), Cat (5), or a great whale (6).

Feeblemind Potion (4). The targeted creature must make a DC 17 Intelligence Saving Throw. On a failed save, the target’s intelligence and charisma score become 1. This effect lasts for 1 minute, and the target can repeat the saving throw at the end of each of their turns.

Petrification Potion (5). The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must them make a constitution saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 

Death Potion (6). (The potion that Kuzko was SUPPOSED to take.) The targeted creature must succeed on a DC 17 Dexterity saving throw or take 44 (8d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Reactions

"On My Signal, We Switch Places": Once per encounter, when Yzma & Kronk are hit with an attack, they can switch places with an ally within 30 feet of them. The ally is then subject to the hit.

Description

Experimental Elixer:

Whenever you finish a long rest, you can magically produce up to your intelligence modifier experimental elixirs in empty flasks you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

 Experimental Elixir

d6               Effect

1                Healing. The drinker regains a number of hit points equal to 3d4 + your Intelligence modifier.

2                Swiftness. The drinker’s walking speed increases by 20 feet for 1 hour.

3                Resilience. The drinker gains a +2 bonus to AC for 10 minutes.

4                Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

5                Resistance. The drinker gains resistance to all slashing, piercing, and bludgeoning damage for 10 minutes.

6                Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

piercehalsted

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