Small Humanoid, Chaotic Neutral
Armor Class 20
Hit Points 180 (15d8 + 9)
Speed 30 ft., Climb 50 ft.
STR
11 (+0)
DEX
20 (+5)
CON
13 (+1)
INT
13 (+1)
WIS
17 (+3)
CHA
14 (+2)
Saving Throws DEX +11, CON +7, WIS +9
Skills Acrobatics +15, Athletics +2, Perception +20, Sleight of Hand +14, Stealth +10
Senses Passive Perception 15
Languages Celestial, Common, Hadozee
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Rapid Cannonball Onslaught. Angus McDonald can gain additional attack as an attack action on his turn with his cannonball, for each additional attack he gets a cumulative -2 to his roll to attack. He does not need to reload his cannonball launcher as it magically produces cannonballs before each shot. He can shoot a maximum of 5 additional shots (8 total) a turn. 

Cannonball Jump. Angus launches himself 15 feet backward each time he takes an attack with the Cannonball Launcher. He can brace himself against a wall or hard surface to avoid the recoil. He also can launch himself in the air by aiming downward.

Legendary Resistance (3/day). If Angus fails a saving throw he can choose to pass instead. 

Monkey. Angus has the following racial abilities:

  • Prehensile Tail. Angus can use his tale to grab objects, it acts as another hand.
  • Banana. Angus can produce a banana from the ether as an action. The banana restores 1d4+5 hit points when eaten as a bonus action just for Angus. The banana provides no bonus for any other creature. Angus can then drop the banana peel as a free action after eating it on a 5 foot square  adjacent to him. The peel is bright yellow and impossible not to notice. Any bipedal creature that begins its turn in the peel's space, or enters the space on its turn must succeed on a DC 15 dexterity saving throw or fall prone. Once any creature attempts this saving throw, regardless of the outcome, the banana peel poofs out of existence. 
  • Glide. Angus has skin membranes underneath his arms that allow him to move up to 5 feet horizontally for every 1 foot he descends in the air.
  • Safe Descent. When he would take damage from a fall, he can extend his skin membranes to reduce the fall's damage to 0.
  • Climb. Angus has a climb speed of 50 feet.

 

Actions

Multiattack. Angus can take 3 attacks with his Cannonball Launcher.

Cannonball Launcher. Ranged Weapon Attack. +10 to hit. Range 120 feet. One target. Hit. 25 (6d6+5) bludgeoning damage. The target must make a Strength Save DC 20 or be pushed back 15 feet. And each creature within 5 feet of the target must make a Strength Save DC 15 or take 10 (2d6) bludgeoning damage on a failed save.

 Shuffle the Deck (Recharge 5-6). Angus can randomly reshuffle the initiative order. Everyone currently engaged in the initiative (including Angus) rolls a single d20 with no modifiers and a new initiative order is established from the results. The next person to act is whomever now comes after Angus.

Bonus Actions

Nimble Escape. Angus takes the Disengage or Hide or Dash action.

Invoke Duplicity. Angus McDonald can summon 1d20 illusory clones of himself. They each appear in a unoccupied adjacent 5 foot square. Angus can see through every clone and speak through every clone. 

His clones has AC 20, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses Angus's saving throw bonus for the roll. It looks indistinguishable from Angus, carries the cannonball launcher and is the same size as Angus,  and it occupies its own space. On his turn, he can mentally command the clones to move up to 30 feet or climb up to 50 feet. (no action required). 

Angus can command a clone as a bonus action  to do one of the following actions. 

  • Help: The clone can lend its aid to another creature in the completion of a task. The clone can give advantage on the next ability check the creature makes to perform the task that it is helping with.
  • Annoy: The clone can unleash a string of insults laced with subtle enchantments at a creature within 60 feet. If the target can hear the clone (though it need not understand), it must make a Wisdom Save DC 15 or take 10 (4d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
  • Distract: The clone distracts a creature within 60 feet, causing momentary uncertainty in their defense. Angus gets advantage on the next attack roll he makes against the distracted creature.
  • Tickle: The clone can tickle one creature that it is within 5 feet of, causing the creature to fall into a fit of laughter until the tickling stops. The creature must make a Wisdom save DC 15 or fall prone, becoming incapacitated with laughter and unable to stand up until the tickling stops. The Angus can command the clone to continue tickling each bonus action, each time the creature must make another Wisdom Saving throw.
  • Confuse: The clone says something so stupid to one creature within 60 feet that their mind becomes twisted, spawning delusions and provoking uncontrolled action. The creature must succeed on a DC 15 Wisdom Saving throw. Per the spell Confusion
  • Toss: The clone can provide a boost to the jump of Angus or one small sized creature, either by providing a base lift or throwing them through the air. Any amount of clones available can perform this action. The thrown creature is thrown 20 feet in any direction for each clone assisting.
  • Banana: The clone can perform the banana action, just producing an empty banana peel.
  • Whispers: The clone can whisper a discordant melody into the ear of one creature within 5 feet. The target must make a DC 15 Wisdom Saving throw or take 21 (6d6) psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from the clone. The creature doesn't move into dangerous ground, such as fire or a pit. On a successful save  the creature takes half damage and doesn't have to move away. A deafened creature automatically succeeds the save.
  • Dog-pile! He can command all of his clones to jump on one creature within 30 feet. If the creature is large or smaller they must make a Dexterity Save DC 8 + the number of clones in the dog pile. On a failure they are restrained, blind and deaf. Escape DC is 8 + number of clones. Once they break out of the dogpile, each clone involved poofs out of existance. 
  • Dance Party! As many clones as he wants starts dancing. He casts Otto's Irresistible Dance on one target. DC is the number of clones involved. 
Reactions

Swap! Angus can swap places with any clones of himself

Kram6275

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