I'MA GET YOU. The psycho can move up to their movement towards an enemy they can see as a bonus action.
WELCOME TO MY TWISTED MIND. The psycho has advantage on Wisdom saving throws against being charmed or charm effects.
STRIP THE FLESH. The psycho can chose to make a melee attack as a bonus action. All attacks have advantage against it until its next turn.
Attack. The Psycho makes either a Buzzaxe and a Gasoline Breath attack, 2 Buzzaxe attacks, or a Buzzaxe Throw attack.
Buzzaxe. Melee Weapon Attack: +8 to hit, reach 5ft., 1 target. Hit: 9 (1d12 + 3) slashing damage as well as 3 (1d6) fire damage.
Buzzaxe Throw. Ranged Weapon Attack: +5 to hit, range 30/60 ft., 1 target. Hit: 8 (1d8 + 3) slashing damage.
Gasoline Breath. Ranged Attack. Dexterity saving throw, DC 14, 30 ft cone. Hit: 14 (3d6 + 6) fire damage.
Description
Humanoids that have been lost in wastelands and on the borders of society can find themselves losing their minds from the isolation and trauma. These people sometimes create tribes of bandits. Some are mad and others aren't. Regardless, they steal and kill without remorse or compassion.
Faceless Killers. Almost all beings that are called Psychos wear masks of some kind. (Few of them wear shirts, though.) Many believe that it is a practical move by the bandits to survive the harsh environments that many of these men and women find themselves in. Some say it is a shared symptom of their madness, fear of showing their face to the world. It is not known for certain, but it makes recognition by their victims much easier.
Embrace the Flame. Some Psychos have a fascination, nay, an obsession with fire. They cover themselves in flammable liquids and light themselves on fire before attacking a group. They also will put oil in their mouths and spray it towards enemies. This use of fire and flammable substances seems to acclimate these Psychos to flames, as they take less damage from it then one would expect.
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