Aura of Fear. Each creature that starts its turn within 15ft of Chaddwick the Jerk of Aggression must make a DC 13 Wisdom Saving Throw or become frightened and their speed is halved until the end of their next turn. If they succeed they are immune to this effect for 1 hour.
Feeding Off Fear. Chaddwick The Jerk of Aggression feeds of anger and fear and when he is within 30ft of someone who is frightened he makes all saving throws and attacks with advantage and attacks against him cannot benefit from advantage.
Innate Spellcasting. The jerk's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:
2/day each: fear
Multiattack. The Jerk of Aggression makes three attacks: one with his gun and two with his baton.
Gun. Ranged Weapon Attack: +8 to hit, reach 90 ft., one target. Hit: 15 (2d6 + 5) piercing damage.
Billy Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Crushing Handcuffs. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: the target is restrained (escape DC 15) if it is a Large or smaller creature. Until the restrained condition ends, the target takes 36 (6d6 + 3) bludgeoning damage at the start of each of the Jerk's turns. The handcuffs have an AC 18 and 35 hit points and immune to psychic and poison damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/24/2022 8:57:19 PM
|
5
|
0
|
--
|
Coming Soon
|
Comments