Tiny Construct (Any, Any Race), Lawful Evil
Armor Class 4 Natural armor
Hit Points 3 (1d4 + 3)
Speed
STR
1 (-5)
DEX
30 (+10)
CON
2 (-4)
INT
14 (+2)
WIS
6 (-2)
CHA
20 (+5)
Saving Throws DEX +12
Damage Vulnerabilities Acid, Bludgeoning
Damage Immunities All damage from spells
Senses Passive Perception 20
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Guns Blazing: Upon entering combat, summon two pistols that both shot at any visible target three times, dealing 1d4 +1, if a creature is within ten feet of the YEHAW!, then it will summon a shotgun and fire it, dealing 2d6+2 to the nearest target. (If the shot gun misses, it still deals 1d4+1)

Spellcasting. The YEHAW! is a 3-level spellcaster. Its spellcasting ability is 4(spell save DC 16, +4 to hit with spell attacks). The YEHAW! has following Gunman spells prepared:
Cantrips (at will):

Sniper : Summons a sniper rife able to fire at any target over 15 feet away, this deals 2d6+2, unless it rolls a 20 for attack, in which case, the sniper rife with deal 3d6+4

Shotgun : Summons a shotgun to fire at any target within 15 feet of its square, dealing 2d4+1, but if it rolls a 20 for attack, summon a second shotgun and fire both at the target for 3d4+2
1st level (8 spell slots):

My Hat! : Summons a hat for the YEHAW!, giving it +6 to any attack roll that it does, and raising its armor class by 2

Barrage : Sumon three Pistols, and fire all of them at one target, dealing 1d4 each shot.

Actions

Action Name. SCRAM! : Leap Back 10 feet

Action Melee Attack. LISTEN HERE NOW!. +2 to hit, reach 5 ft., 1 target. Hit: 2 (1d4 + 1) Bludgeoning type damage. 

Action Ranged Attack. Shots all around: +5 to hit, range 10/30ft., 1 target. Hit: 2 (2d4 + 1) Piercing damage.

Bonus Actions

Flying Leap. Jump forward 20 feet at a target, they may perform a dex saving throw, and if it fails (Minimum is 8 for success) the YEHAW! will land of them dealing 1d4 damage, if they succeed the throw, the YEHAW! lands on the ground and shatters, this does not activate the KAPLOWY! reaction.

Reactions

KAPLOWY!. Upon death, explode in a 5ft radius, dealing 1d4 to all creatures in that radius.

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

A short, yet powerful, automaton, it has somehow gained a belt, with two gun holsters, and is wearing a fake mustache, these creature were made to be alarm bots, and also as a funny joke.

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.

Habitat: ForestSwampUnderdarkUrban

FirstBear

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