Medium Humanoid (Human), Neutral Evil
Armor Class 14 Studded Leather
Hit Points 40 (9d8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws CON +3, CHA +4
Damage Resistances Poison
Senses Passive Perception 10
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Special Trait Name. 

Liquid Courage: The Lush has advantage on saving throws involving charisma

Liver of Steel: The Lush Has advantage on saving throws involving constitution, and has resistance to poisoning and poison damage. 

Actions

Action Name. 

Multiattack: The Lush makes two scimitar attacks. 

Action Melee Attack.

Scimitar - Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage. 

Action Ranged Attack.

Liquor Breath - Ranged Attack (Breath):  Targets a creature within 5ft. That creature must succeed on a DC 14 Wisdom saving throw or take 1d4 poison damage and become confused for the next 18 seconds (3 rounds of combat). Affected creatures take no reactions, and at the start of each turn, roll 1 D10 to determine it's behavior (Consult spell "Confusion" [pg.224 PHB] for effects (*). At the end of each turn, the creature makes another wisdom saving throw against the DC of the effect (14), on a failure, the creature remains confused until it can succeed on a save, or the effect wears off. On a success the creature is free from the effects and may act normally at the start of it's next turn. 

If a creature is targeted by this same effect multiple times and fails the wisdom saving throw two times in a row, instead of becoming confused (for a second time) the creature falls unconscious. They are awakened if they take damage, are submerged in water, or another creature uses its action to rouse them. 

*(On a 1 the creature uses all of it's movement to move in a random direction (Roll 1 D8 and assign a direction to each face), on a 2-6 the creature does not move and takes no action, on a 7-8 the creature uses it's action to make a melee attack against a randomly determined creature within range (if there are none, the creature takes no action), and on a 9-10 the creature may move and act normally)

Description

It takes a certain personality to lead the life of a bandit. For some, the promise of gold is enough, while others take that freedom to a new level. The Bandit Lush chooses to imbibe in excessive amounts of alcohol. Usually seated below a captain, Lushes usually command the respect (or fear) of their peers, because anyone who can survive as an alcoholic cutthroat is not there by accident. Lushes want most to be feared, respected, and listened to. The lifestyle has it's drawbacks, and the lack of hygiene associated with most Lushes mean that if you cross them, try your best not to breathe, because their breath is the stuff of legend (or nightmare) 

Monster Tags: Human

Habitat: CoastalDesertForestHillSwampUrban

thejacksonpahl

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