Super Scent. Boinks have an incredible sense of smell. +4 perception, and also allows for additional information on opponents.
Blessed by the Goddess. Captain Columbo ignores all moves, conditions, or obstacles that prevent it from winning a battle or moves, conditions, or obstacles that would make the match unfair.
Perfect Sense. Boinks have a literal perfect of smell- They can sense location of certain objects, organic objects, and information through anything within 100m. This includes oxygen levels and fire and such.
Slam Rush. Melee Weapon Attack: +15 to hit, reach 20 ft., up to 3 targets. Hit: 4(1d6 + 3) force damage
Victory Bite. Melee Weapon Attack: +12 to hit, reach 4 ft., 1 target. Hit: 2 (3d12 + 5) piercing damage.
Tusk Stab. Melee Weapon Attack: +10 to hit, reach 7 ft., up to 2 targets. Hit: 1 (5d6 + 2) piercing damage
Perfect Sense. As a bonus action, Boinks can give themselves and others additional information about creatures and objects nearby. This can be used to predict moves ahead of time, and this can be used to dodge moves. If it is used to dodge, the creature must roll a dexterity saving throw.
Victorious Awakening - Stage One. As a bonus action, when Captain Columbo has 30 or less HP, Captain Columbo can increase it's strength modifier by +2, and healing it for 7 HP. It cannot go into Stage One more than one time.
Victorious Awakening - Stage Two. As a bonus action, when Captain Columbo has 15 or less HP, Captain Columbo's next hit is guaranteed to hit, and Captain Columbo cannot die until the hit is landed.
Victorious Recovery. After Captain Columbo lands a hit that does 20 or more damage, it regains 5 HP.
Description
This Boink was born to be a warrior. Captain Columbo was born with tusks and abnormally large muscles, and both grew. Captain Columbo fought every living creature that it found, until it had reached 777 official wins. The Goddess Nike (The Greek Goddess of Victory) took a liking to this specific Boink, due to it's success as a warrior. She endowed upon Captain Columbo a small glimpse of her power, allowing Captain Columbo to tap into pure soul, divine pride, and, in essence, victory itself. It has gained powers, and it continues to fight to this day.
Lair and Lair Actions
A colosseum made out of a special, stone-like wood, lined with trees that act like pillars, with an open center for creatures to fight in.
Lair Actions
On initiative count 15 (losing initiative ties), Captain Columbo takes a lair action to cause one of the following effects; Captain Columbo can’t use the same effect two rounds in a row:
- WOOD PILLA DA! - Captain Columbo grabs one of the pillars in the arena and jumps up, requiring a dexterity saving throw of 14 or higher to avoid. If they don't, Captain Columbo brings down the wood pillar and slams it onto the targeted creature, dealing 10 damage and restraining the creature.
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