Activate Construct: Con runs to a suit of knight armor and pours a potion down its throat, activating it. Recharge every turn roll d4 (4).
Constantine's Awful Alchemy: Roll a d8, consume or throw the matching potion: 1: Long Legs Potion (1d8 damage, increase run speed by 10ft), 2: Trumpet Peen Potion (1d8+3 damage), 3: Potion of the Bearded Phallus (negative inspiration on attacks for next three rounds), 4: Potion of Sausage Fingers (-3 on all attack rolls and other actions using hands for two turns), 5: Acid Vial (2d8+2 damage in 10ft radius), 6: Potion of Frog Attraction (For the next three turns, two frog enemies will enter the battle every round with an initiative of 12), 7: Liquid Cocaine (Take an additional action each turn for two turns, then he is stunned and prone for one turn), 8: Potion of the Dance (You are stunned, busy dancing for one turn. Roll a Performance check, divide by 5. For every whole number you can make one enemy dance, stunning them)
Constantine's Awful Creations: Constantine hits a device on a nearby wall, releasing one of his terrible creations (Spidercat, Camelbird, Goatguana, Dragonpup, Batfly).
Botched Alchemy:
- At start of combat: Grease: He drinks a brown potion and says "Heh watch your step, it's about to get slippery! Grease!" His hair becomes slicked back with grease.
- Upon hitting 25 health: Fireball: He drinks an amber colored liquid. He says "Get ready for the big one! Fireball!" and moves his hands as if conjuring an impressive smell. He thens vomits on the ground, the vomit reeking of cinnamon whiskey.
- Upon hitting 20 health: Shadow Blade: He drinks the purple potion and says "Enough messing around. Time to take things into my own hands. Shadow Blade!" His shadow is now holding a knife.
Upon hitting 15 health: Invisibility: He drinks a potion with transparent liquid. He says, "Getting a little scary, I'm out of here! Invisibility!" Outside the window you see several bed an breakfasts light up brightly. "No, no, no," he cries.
- Upon hitting 10 health: Fire Storm: He drinks a potion swirling with flames. "If I'm going down, I'll take this whole place with me! Fire Storm!" Outside the window in the distance, a rainstorm appears over a house on fire.
Talented Coward: He will run after being hit by any melee attack. Disadvantage on Attacks of Opportunity against him.
Lair and Lair Actions
Arm Trap: Recharge 1d6, 5/6 at beginning of turn. Roll 1d4. 1: Swinging Rock - DC16 Dex saving throw or 2d10 damage, continues swinging in line throughout combat with DC10 starting turn after armed, can hit enemies who are not Tiny; 2: Flame Jets - 3d6 damage, lasts one turn, recharges one turn; 3: Snare Trap - Anyone who steps here will be grappled, need to complete DC15 Athletics check to get out or have another player cut them out as a bonus action; 4: Boxing Glove Pressure Plate - Anyone who steps on the pressure plate needs to pass a DC14 Dex saving throw or be hit by glove for 2d6 and knocked prone
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