Armor Class
9
(natural armor)
Hit Points
8
(3d4)
Speed
20 ft.
STR
13
(+1)
DEX
8
(-1)
CON
11
(+0)
INT
11
(+0)
WIS
8
(-1)
CHA
12
(+1)
Skills
Intimidation +1
Damage Vulnerabilities
Cold
Condition Immunities
Frightened
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
0 (10 XP)
Proficiency Bonus
+2
Drunk. The sloppy drunk has disadvantage on all skill checks, saves, and attack rolls.
Sloppy. At the end of each of their turns, the sloppy drunk must pass a DC5 survival check or they pass out, becoming unconscious.
Actions
Unarmed Swing. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Handy Object. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Can only be used if the drunk has picked up a handy object (see Grab bonus action).
Bonus Actions
Drink. The sloppy drunk will consume any alcoholic drink within reach (5 ft.) to restore 1hp.
Grab. The sloppy drunk grabs any handy object to use as a club (see Handy Object action).
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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11/11/2021 8:28:33 PM
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6
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0
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1
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Coming Soon
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