Large Humanoid, Chaotic Evil
Armor Class 15 natural
Hit Points 130 (22d10 + 20)
Speed 40 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
6 (-2)
Saving Throws STR +6, WIS +6
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 , Passive Perception 18
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Special Trait Name. Whenever the burgermeister reduces a creature to 0 HP he gains 5 temporary HP until the start of his next turn

 

Actions

Action Name. Enter the description for your action.

NOT Comically large hammer . Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d8 + 3) [Bludgeoning] damage. 

NOT Comically large cannon. RangedWeapon Attack: +7 to hit, range 60/80 ft., 1 target. Hit: 18 (5d6 + 3) [force] damage.

Grenade. (recharges on a 5-6) Hit: 30 (6d10) Dex save Dc 16 half as much on a successful save 

Bonus Actions

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

Reactions

Reaction: Unjolly Spirit as a reaction to being damage the burgermeister can spread his hate for christmas to those around him, all creature within 30 feet must succeed on a dc 16 wisdom save or be charmed. While charmed in this way a character must roll on the table bellow to determine how it spends its next turn, after which the charm effect ends. (limit 2/day)

1-2: your character is so unhappy they spend their turn doing nothing

3-4 your character is so sad they fall prone and start crying and then end their turn

5-6 Your character is so mad they will attack the closest creature to them 

7-8 you are soulless and never liked christmas that much anyway you can take your turn as normal 

Legendary Actions

.

Trip Attack (Costs 1 Actions). The burgermeister accidentally drops a toy car he stole from a child and slips on it comically, the burgermeister falls prone and any creature that can see the burgermeister must make a DC 16 wisdom saving throw or fall to the ground in a fit of laughter, a character can make the save again at the end of their turn or if they take damage. the effect ends after 1 minutes

Stomp (Costs 1 Actions) The burgermeister begins furiously stomping, until the start of his next turn any creature within 5ft must make a DC 16 dexterity saving throwing or fall prone

Weirdly quick (costs 1 actions) the burgermeister can move 40 feet without provoking opportunity attacks 

 

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

The BurgerMeister hates christmas! He spreads his misfortune to others in a NOT comical way (silly little boss for a christmas one shot).

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 10 (losing initiative ties), the [BurgerMeister] takes a lair action to cause one of the following effects; the [Burgermeister] can’t use the same effect two rounds in a row:

  • Cannons shooting kidnapped elves attack any hostile creatures at random Ranged Weapon Attack: +7 to hit range (60/90) Hit 15 (4d6+3) 
  • Screams of terror begging to emerge from burgermeisters dungeon bolstering him the burgermeister gains 10 temporary HP

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.

ToxicUnknown

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