hes got unusually good constitution and highly resistant to poisons
hes drunk so his balance isnt good??
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
yeah this is fine i guess
Top up- so they like fill up their mug with whatever liquor is around. thats like all it does. it doesnt cost movement or whatever. only condition is they have to be in a bar or tavern.
if you whiff an attack, he can burp in your face as a reaction that does 1d4 poison damage.
DRINK- this legendary action is only available the turn after the monster has used the bonus action "top up." the monster drinks all the alcohol in its mug and gets buffs. so im thinking.... like to start its gonna heal a little bit. like 1d6 hp. obviously. then like +2 to the hit point modifier. and this will stack. so like if you use drink twice it will heal them and the hit point modifier will be +4 then if used again +6 and so on. does that make sense? i guess we can also make the armor class go up too. idk if that makes sense, but i think +1 armor class per use is fair i think.
Description
look im writing this drunk outta my mind rn so be patient. this is the beer drunken bastard of booze. hes your above average drunk you find intoxicated at the bar ya know. but this guy loves beer so much it makes him stronger. this is a flexable monster and this is my first homebrew idrk how this shit works i just want the dm to have fun. like they can wear armor if they want or even carry a weapon. as i am writing this they are wearing normal ass clothes and unarmed. but they carry a mug at all times that has a unique bonus action, read about it below lol.
i will take recommendations on how to improve my format and all that once i am sober and i might update this idk
Lair and Lair Actions
the bar sucka where else
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