Medium Humanoid (Thri-Kreen), Chaotic Good
Armor Class 12 Natural
Hit Points 34 (3d8 + 7)
Speed 35 ft., Burrow 600 ft. Chuck can burrow anywhere on the map.
STR
16 (+3)
DEX
10 (+0)
CON
17 (+3)
INT
7 (-2)
WIS
9 (-1)
CHA
13 (+1)
Saving Throws STR +5, CON +5
Skills Athletics +7, Medicine +5, Sleight of Hand +4, Survival +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Charmed, Poisoned
Senses Tremorsense 45ft, Passive Perception 9
Languages All All
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Acid Minigun.

 Shoots 3 acid bolts doing 1d12 dmg each 30 ft away, on a hit with an ap -2.

 

 

 

Acidic slash.

 Attacks once with each biological sword arm dealing 1d6 acid damage and 2d6 slashing damage.

Consume knowledge.

 When chuck eats a part of a creature he gains their experiences.

Target Identified.

 Chuck can choose 5 creatures, and know where they are at all times.

Consuming Advance.

 When Chuck eats he increases one size rank and increases health by 2d6, after he does so three times he reverts to original size and gains a random new weapon/ability, increasing CR by one.

Tavern Travel.

 Chuck can burrow to any tavern on the map at his leisure.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Chuck is a friendly, yet strange, insectoid barkeep that controls all taverns and bars, he maintains a large and powerful biological arsenal, when Chuck pours a drink, it contains Chuck's poison, if a party member drinks three, unpurified, of these drinks, they get a random mutation, from spiting poison, to having their arm replaced with a acid blaster.

Lair and Lair Actions

Enter a description of your monster's lair here.

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.

NMcDo

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