Special Trait Name. Enter the description for your special trait.
Spellcasting. Slim is a 4-level spellcaster. Its spellcasting ability is [CHA] (spell save DC 17, +9 to hit with spell attacks). Slim has following Bard spells prepared:
Cantrips (at will): Friends, Minor Illusion, Vicious mockery
1st level (4 slots): Charm person, Command, Sleep
2st level (3 slots): Detect person, Find steed, Knock, Command
3st level (2 slots): Fear
4th level (1 slots): Confusion
Hand axe. Melee Weapon Attack: +5 to hit, range 20 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Crossbow, Heavy of Warning. Ranged Weapon Attack: +7 to hit, range 100ft./400ft. one target. Hit: 9 (1d10 + 3) piercing damage.
Lasso. Ranged weapon attack +10 to hit, range 5ft./15ft., one target. (One handed -3 to hit)
On a successful hit, the target creature is Tethered until freed or you let go of the lasso. The lasso has no effect on creatures that are formless, or creatures that are Huge (or larger), Tiny, or creatures with immunity to being Grappled.
A creature can use its action to make a Dexterity (Acrobatics) or Strength (Athletics) check tether DC 14, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the lasso (AC 10) also frees the creature without harming it, ending the effect and cutting the lasso.
Bardic Inspiration.
Two-weapon fighting.
Healing word.
Uncanny wits. When an attacker targets Slim with an attack he can use his high intelligence to predict the path of the attack halfing all damage.
Legendary Action. Alameda Slim can take up to 3 legendary actions, as described below. Only one legendary action option can be used at a time.
Yodleling. Slim puts a hand to his chest and starts yodeling at the top of his voice. All creatures within 30 feet that can hear Andy must succeed on a DC 16 Charisma Saving throw or be dominated. (Dominate person)
Shattering echoes. Slim takes in all the air he posssibly can and yodels at the top of his voice. All creatures and unnatended objects in a 10 foot radius centered from him that he chooses takes 2d6 thunder dmg and must make a DC 17 saving throw. If they fail they are knocked prone. As an action on each of his turns while maintaining concentration on this spell, he can strengthen the song, repeating the effect while increasing the affected radius by 10 feet and the thunder damage by 2d6 each time, and causing affected creatures you choose to make the Strength saving throw to avoid being knocked prone. The affected distance and damage cannot exceed an 30-foot radius or 6d6 thunder damage.
Hypnotic music. Slim plays his instrument creating a music that flows through the air inside a 30-foot cube within range. Each creature in the area who can hear must make a Charisma saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Personality: Slim is a rude, greedy and arrogant man who does his wicked deeds for money and power. He openly states that he wants local farmers and ranchers to lose as much as possible as he steals their animals and buys their land.
Slim is also very egotistical, power-hungry and overconfident, so he takes pride in his yodeling, which he uses to hypnotize animals and people for theft and gets angry if anyone (including his nephews) disrespects his talent. He also compared that why isn't yodeling a form of singing, as birds sing.
Slim also has a short-fuse when it comes to his plans failing, and his nephews' vast stupidity because they mistake him for his Yancy O'Del disguise (even when they watch him putting on the disguise) and interrupting when he is counting the cows.
Apparance:
Slim is an very-large, obese man with long dark red mullet-style hair, thick red eyebrows, short red goatee on his chin, long angular mustache, and large gray bags under his murky green eyes.
In his traditional outfit, he wears a large brown coat, a sparkly orange shirt, red frills, a blue tie, both tan gloves and chaps, both brown pants and leather belt with gold buckle, and a gray Stetson hat with black band around on its brim.
In his disguise outfit, he wears a navy blue top hat with a teal band around on its brim, a navy blue tuxedo suit coat with three black buttons lined vertically, black spectacles, deep blue suit pants, a teal bow tie, a black cravat, a white dress shirt with both a collar and cuffs, white gloves with the black dot in middle, black shoes with white spats on them, and a black cane with gold hooked head. He takes the name as Yancy O'Del as a disguise to buy people's lands after stealing their animals. No one can tell Slim and Yancy are the same person, even his idiotic nephews get fooled easily.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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