Brave. The gladiator has advantage on saving throws against being frightened.
Unarmored Defense. While Ash is wearing no armor, his AC includes his Constitution and Charisma modifier.
One-Handed. Ash cannot hold anything in two hands, and he can hold only a single object a time.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Ash can regain 20 hit points.
Multiattack. Ash makes two melee attacks or one ranged attack or reloads.
Chainsaw Hand. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 5 ft., one target. Hit: 11 (2d8 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Boomstick. Ranged Weapon Attack: +7 to hit, reach 15 ft / 60 ft., one creature. Hit: 9 (2d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Reload. Ash reloads his Boomstick.
Parry. Ash adds 3 to its AC against one melee attack that would hit him. To do so, Ash must see the attacker and be wielding a melee weapon.
Ash 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. Ash regains spent legendary actions at the start of his turn.
Attack. Ash makes an unarmed strike attack.
Eye Poke (Costs 2 Actions). Ash pokes a creature in the eyes with two of his fingers. The target must succeed on a DC 13 Constitution saving throw or become blinded until the end of Ash’s next turn.
Gun Spin (Costs 3 Actions). Ash reloads his shotgun if necessary. Ash then spins his gun on his finger (and probably says something corny while doing it). Until the end of Ash’s next turn, all creatures have disadvantage on their Strength saving throws against his Boomstick attack.
Groin Kick (Costs 2 Actions). Ash makes an unarmed strike attack against a creature he is aware of. If the attack hits, the creature must succeed on a DC 13 Constitution saving throw. On a failed saving throw, the creature becomes incapacitated until the end of its next turn and its movement is reduced by 10 feet. Creatures that lack sensitive anatomy are immune to this effect (although, the GM may overrule this for the sake of comedy).
Move (Costs 3 Actions). Ash moves up to his full movement speed.
Quip. Ash insults a creature he can see within 30 feet of him. If the creature can hear Ash, it must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn. A creature that succeeds on its saving throw is immune to this effect for 24 hours.
Description
Ashley Joanna “Ash” Williams is an idiot and a hero. But mostly an idiot. For over 35 years, he’s battled the deadites, evil demons hellbent on the destruction of humankind.
Ash’s first encounter with deadites happened when he and his girlfriend, Linda, were vacationing in a cabin in Morristown, Tennessee. It seems an archaeologist had come to the cabin before the couple to translate and study his latest find: Necronomicon ex Mortis, The Book of the Dead. Bound in human flesh and inked in blood, this ancient Sumerian text contained bizarre burial rites, funerary incantations, and demon resurrection passages. It was never meant for the world of the living. The book awoke something dark in the forest. First, it took Linda. Then it came for Ash.
It got into his hand and went bad, so Ash lopped it off at the wrist. Then it came back—big time. With the help of the archeologist’s daughter, Ash opened a portal through time and space which destroyed the evil. As a side effect, the portal also deposited Ash in 14th-century medieval England.
Again, Ash (reluctantly) battled the forces of darkness, this time with the help of an army of knights. Once defeated, Ash used another incantation to return home.
Of course, that wasn’t the end of the deadites…
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