Balloon Lure. Balloon Boy emits a mesmerizing glow from the balloons attached to him, causing creatures within 30 feet to have disadvantage on attack rolls against him.
Innocent Appearance. Balloon Boy's innocent appearance fools unsuspecting creatures, granting him advantage on Charisma (Deception) checks.
Multiattack: Balloon Boy makes two attacks: one with Balloon Jab and one with Balloon Bash.
Balloon Jab: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage. The target must succeed on a DC 14 Strength saving throw or be pushed 10 feet away and knocked prone.
Balloon Bash: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 6) bludgeoning damage. The target must make a DC 14 Dexterity saving throw or be stunned until the end of Balloon Boy's next turn.
Knuckle Pop: Balloon Boy rapidly inflates a balloon and pops it in a 10-foot radius sphere centered on himself. Each creature in that area must make a DC 14 Dexterity saving throw, taking 20 (3d10 + 6) thunder damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are deafened for 1 minute.
Comments