Medium Humanoid (Any Race), Any Neutral Alignment
Armor Class 17 raggedy clothes
Hit Points 52 (4d20 + 10)
Speed 60 ft.
STR
14 (+2)
DEX
13 (+1)
CON
19 (+4)
INT
10 (+0)
WIS
17 (+3)
CHA
15 (+2)
Saving Throws DEX +6, CHA +7
Skills Deception +8, Intimidation +3
Damage Resistances Cold, Poison, Psychic
Condition Immunities Frightened, Poisoned
Senses Unknown Money sense- Boss Begger can sense if a creature within 200ft has money., Passive Perception 18
Languages Common Begith- A language only beggers can understand
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Superior Gang begging- {It's a poor man's world} The Boss Begger has advantage on an attack roll against a creature if at least one other Begger is within 5 ft of the target creature and isn't dead.

The Boss Begger can make a second attack without costing an action if at least one other Begger is within 10ft of the Boss Begger.

The Boss Begger gets a +5 to all charisma rolls if another Begger is within 20ft of the Begger and is in sight of target creature.

The Begger gets +1 to dexterity rolls and +1 to strength rolls if another Begger is within 50ft of the Begger.

The Begger gets an additional +1 bonus to intimidation and deception for each Begger within sight of the target creature.

Blessed be thy Boss- {every good god pities a Begger and helps the boss even more, every evil god enjoys their shows and bosses cause the most chaos} The Boss Begger gains +10 hp within 200ft of any good faction god or god temple. The Boss Begger gains an additional action and bonus action within 200ft of any evil faction god or god temple.

Rotten Stench-  {The aura of death hangs over that one... oh wait they just haven't showered in decades.} All non-Begger creatures within 5ft of the Rotten Stench afflicted creature or area including the creature afflicted at the end of their turn must make a DC 16 constitution saving throw, if failed target gains conditions: Blinded for 4 turns, poisoned for 4 turns, stunned for 1 turn, frightened for 1 turn after stun wears off. 

afflicted creature can use a reaction to toss ten gold coins to the Begger to disengage and avoid stunned condition. 

All non-Begger creatures within 20ft of the Rotten Stench afflicted creature at the end of their turn must make a DC 13 constitution saving throw 

All non-Begger creatures within 40ft of the Rotten Stench afflicted creature for 2 turns must make a DC 10 constitution saving throw, if failed creature gains poisoned condition for 2 turns. 

Very humble- {Their kindness will put you to shame} For every 15GP in their inventory they get a +1 to their charisma stat and +1 to their hp.

Cove Boss- {The cove is their love, They are the cove's safety} While in the cove the Boss Begger gains Blindsight with a 60ft radius. The Boss Begger also gains +3 to dexterity inside the cove. 

The Boss Begger gains access to cove traps.

Boss's morale- {Being around a boss filled the Beggers with power} Any Begger within 40ft of The boss gets a +4 to attack damage.

Actions

Multiattack. (costs 1 action + 1 bonus action) The Boss Begger makes three basic melee attacks.

sack of rocks. (costs 1 action) Basic melee weapon attack  [1d20]+4. to hit, reach 5 ft., one creature. On Hit: deals [2d20] +1 bludgeoning damage. target must make a (DC 16 con saving throw), if failed target takes an additional [2d8] poison damage.

Bag of garbage. (costs 1 action) Ranged Weapon Attack: [1d20]+2. range 5/80ft, one creature or AOE. On hit: creature takes [2d20]+3 bludgeoning damage and becomes wet for 4 turns and gains Rotten Stench for 6 turns. target creature must make a (DC 13 con saving throw), if failed target creature takes [1d12] poison damage.

If lands on surface, surface becomes greasy (creatures on this terrain must make a DC 10 dex saving throw once a turn) and a difficult terrain (1ft of movement costs 2ft of speed on this terrain. any creature in 15ft of landing point must make a dex saving throw or become wet for 2 turn and gain Rotten Stench 4 turns.

Boss Jumping. (Costs 1 action) This Boss Begger targets a creature and any Begger creature within 10ft of the target creature gets a free attack.

 Dash. (Costs 1 action) doubles creatures movement speed.

 

Bonus Actions

Beggers holler- {They scream from their heart} (Costs 1 bonus action) Frighten all creatures that can see the Begger unless they succeed a wisdom roll against the Begger's intimidation roll. 

Helpful Beggers- {all who hear the Boss Begger’s wail, will feel the fury of the Beggers} (costs 1 bonus action) they call for help bringing any 4 Begger creatures 300ft away into the battle. (killing or incapacitating Begger before they appear will stop other Begger creatures from joining battle) (cooldown 4 turns)

Ex: cast turn- beggers join turn

Reactions

Attackers remorse- Boss Beggers can use a (reaction) against a melee attack to make a DC 14 charisma saving roll to take half the damage of the attack.

If successful the attacker takes the other half of the damage unless they roll a DC 15 intelligence saving throw. (Cooldown 1 turn)

Cost of pain- On creature hit. Boss Begger can use a (reaction) to steal up to 10 gold from the hit creature.

Legendary Actions

Cove traps. (Costs 1 legendary action) This allows Boss Begger to activate cove traps if a Creature steps in their range.

Beg for mercy. (Costs 1 legendary action) This Boss Begger can give sanctuary for 5 turns to itself or one other creature within 25ft. (Cooldown is 2 turns after sanctuary ends)

Description

Beggers are everywhere and persistent, they always are in the know and always know who has money. However Boss Beggers are different, only one controls a cove and each one is legendary. 

They have better equipment then beggers more actions and bonus actions as well as more special traits. They are they foundation of the Begger world.

This is the most basic form of boss beggers and more will come out.

Note- DM's be aware of how many of these guys you plan to put in the game since more of them means more coves since beside the Basic Boss Begger each one is linked to a cove.

 

 

Lair and Lair Actions

Begger cavern- No one knows where they come and goes, but there are tales and fables of hay bales and stables that lead to begger's coves. All those coves where beggers return and connect, to count and collect their loot of the day, provide a route to a place with high value called "last burn tavern". In this place sit many who are a disgrace to laws and morals above this space. Beneath this tavern, there is a pattern that teaches the laws in Begger's cavern. 

As long as a Non-Begger creature remains in the cove or cavern they must make a Stench saving roll as if the were within 5ft of a Stench afflicted creature. once per turn.

Boss's Cove- This boss has three traps relating to its type. and 1 last resort trap.

(one use per trap) pebble drop trap (ceiling)- Drops a rain of pebbles onto the area below attacking 3 times. DC 17 saving throw to dodge each attack. On hit: creature takes [2d20]+ 10 bludgeoning damage.

(one use per trap) arrow trap (wall)- shoots arrows in front of it. DC 17 saving throw to dodge attack.  Range 20ft, [2d20]+ 15 piercing damage.

(reusable) Push trap (wall)- a section of wall pushes forward 10ft and pushes anything non-gargantuan along with it. takes 1 turn to reset and during this time someone can destroy the 20hp mechanism to stop it from resetting. 

(last resort) Cove collapse- This is a last resort trap activated when the Boss Begger in control of the cove dies or activates at 5hp. {This collapse starts at the pathway to the Cavern and takes 15 turns to fully collapse.} During these turns Besides Begger child and trader, all other Begger creatures will try to stop you or die trying if they are hostile against The PCs.

Previous Versions

Name Date Modified Views Adds Version Actions
4/6/2024 11:11:39 AM
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5th
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4/6/2024 9:08:24 PM
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4/10/2024 1:09:39 AM
11
1
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Monster Tags: NPChumanoid

Habitat: CoastalDesertForestMountainSwampUrban

KingkillaP

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