Drunk has a chance to stumble out or fall asleep at the start of every round ( roll a d6 before starting the round if it is a 1 he stumbles if it is a six he falls asleep)
Action Meed smack. Melee Weapon Attack: +3# to hit, reach 4ft., one target. Hit:4 # (1d6+ 2) [bludgeoning] damage.
Enter the description for how bonus actions work for your monster here.
Drink: After taking damage angry drunk will take a sip from his cup healing 4 hit points. the cup will run dry after 3 uses making angry drunk causing him to deal an extra two points of damage
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
He’s a broke drunken adventurer best to just ignore him
Lair and Lair Actions
Enter a description
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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