Hell's Eyes. If a creature looks into the eyes of the Butcher, they will see horrible visions of the horrors that his previous victims had to go through. The creature must succeed a DC 15 Wisdom saving throw or be frightened for the next minute. The creature can repeat its saving throw at the end of its turn. The Butcher must grapple the creature first to force it to look it into the eyes.
Multi Attack. The Butcher makes either two melee attacks with his machete or one attack with his hock and with his machete
Machete. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 16 (2d8 + 6) slashing damage.
Hock. Ranged Weapon Attack: +5 to hit, range 20 ft., 1 target. On a hit the target is considered grappled and must succeed a DC 16 Strength saving throw or be pulled towards the Butcher until it is standing 5 ft. in front of it.
Fire Breath (Recharge 5-6). The Butcher creates a 10 ft. fire cone. Every creature must make a DC 14 Dexterity saving throw or take 2d6 fire damage on a failed save or half as much on a successful save.
Charge. If the Butcher moves at least 20 ft. straight toward a creature and then hits it with a machete attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone.
Description
The Butcher is a demonic being with only the purpose of slaughtering and dismembering its victims and at the end it burns and eats them. The Butcher is very big, covered in scars and open wounds. He has a big skull mask and only the yellow eyes are visible underneath it. In its right hand it carries a big machete that is covered in fresh blood and sharpened by old blood that looks like rust. In the other hand he has a chain wrapped his arm that is attached to a big steal hook.
Lair and Lair Actions
The lair of the Butcher looks like a round slaughterhouse where he dismembers his victims into tiny pieces. The ground consists of 6 metal plates with many holes in it.
Lair Actions
On initiative count 30 (losing initiative ties), the Butcher takes a lair action to cause one of the following effects; the Butcher can’t use the same effect two rounds in a row:
- Flame Spikes. Fire shoots out of two out of six metal plates from the ground that the DM rolls for. Every creature standing on one of these plates, running through the flames or ending its turn on on of the plates must make a DC 12 Dexterity saving throw or take 1d6 fire damage on a failed save and half as much on a successful one. The fire lasts for one turn
- Chains. form the ceiling are hanging many rusty chains. One creature must make a DC 12 Strength saving throw or be grappled.
- Steam. For one round the lair fills with thick steam reducing the view of all the creatures to 5 ft. and opposing disadvantage to any attacks.
Regional Effects
The region containing the Butcher's lair is affected by one or more of the following effects:
- In the vicinity of the lair the temperature will rise to up to 50 degrees Celsius.
If the Butcher dies, these effects fade over the course of 1d4 days.
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