Crazy Charisma. Whenever the Crazy Frog is targeted by a spell attack, the creature decalring the attack must make a DC 13 Charisma saving throw. On a fail, the attack is cancelled and that creature must spend its action dancing to the tune of the Crazy Frog.
Crazy Curse. Whenever a creature kills the Crazy Frog, that creature must succeed DC 25 Wisdom saving throw. On a fail, that creature is possessed by the spirit of the Crazy Frog. Whenever that creature dies, they reincarnate as the Crazy Frog. In addition, the possessed creature gains proficiency with land vehicles and motorbikes.
On a success, the spirit of Erik Wernquist is freed from the Crazy Frog curse. They thank the creature, granting them one boon of the DM's choice before ascending to the astral plane.
Evasion. When the Crazy Frog is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
Invisible Hellbike. The Crazy Frog rides his invisble motobike, granting the Crazy Frog several benefits (included in the stat block.) If the Crazy Frog is ever knocked prone, they lose the benefits of the Invisible Hellbike. When dismounted, the Crazy Frog's speed is reduced to 25ft and they cannot use their legendary actions. The Crazy Frog can use their action to re-mount the Hellbike. The Crazy Frog always knows the location of the invisble hellbike.
Sick Beats. The Crazy Frog has advantage on saving throws against being poisoned.
Annoying Dance. The Crazy Frog targets one creature that he can see within 30ft. That creature must make a DC 13 Charisma saving throw. On a fail, that creature must spend their action on their next turn dancing to the Crazy Frog's tune.
R-r-r-remix. When the Crazy Frog is targeted for a weapon attack, the creature making the attack must make a DC 13 Wisdom saving throw or be struck by their own attack.
The Crazy Frog can take 1 legendary action, using the option listed below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Crazy Frog regains spent legendary actions at the start of its turn.
Beat Drop. The Crazy Frog hits a sick beat, using their full movement to speed around on their motorbike. All creatures in the path of the Crazy Frog must make a DC 13 Dexterity saving throw, taking 2d6 bludgeoning damage and being knocked prone on a fail. On a success, creatures take half damage and are not knocked prone.
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