Evasive. Due to Brendan's underwhelming size, he is near impossible to hit. Every attack roll against Brendan will have disadvantage, no matter how many factors there are. Any unarmed attacks or physical attacks that are not made with a weapon will automatically miss. Wisdom (Perception) and Intelligence (Investigation) checks done to find Brendan. Brendan can take the hide action, even in plain sight.
Jukemaster. Due to Brendan's incredible size, he is able to dodge and slip through many obstacles. Brendan can pass through creatures' space, appearing from the opposite side of them.
Multiattack. Brendan can make 12 punch attacks.
Punch. Melee Weapon Attack +1 to hit, 1 ft, one target. 5 (1d4) bludgeoning damage.
Punch. Melee Weapon Attack +1 to hit, 1 ft, one target. 5 (1d4) bludgeoning damage.
Griddy. Brendan does a goofy dance, discouraging his opponents. Charisma saving throws and Charisma checks done against Brendan until the end of Brendan's next turn will be at a disadvantage.
Joke. Brendan tells an awkward joke in a radius of 69ft. Every creature who hears it becomes uncomfortable. Every creature who hears it much succeed on a DC 23 Charisma throw or take 69 (12d6+27) psychic damage. On success, the creature is confused about the joke and does not get the context of it, and instead takes 26 (2d10+15) psychic damage.
The magnificent dodge. In a finesse-like and epic maneuver, Brendan can dodge an attack. When an attack hits Brendan, he can chose to dodge it, negating all damage and moving to a spot outside of the attack's area.
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