Medium Humanoid, Any Chaotic Alignment
Armor Class 17 (Tactical gear)
Hit Points 152 (16d10 + 64)
Speed 30 ft.
STR
18 (+4)
DEX
21 (+5)
CON
19 (+4)
INT
15 (+2)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws STR +8, DEX +9, CON +8
Skills Athletics +8, Intimidation +6, Perception +7, Stealth +9
Damage Resistances Fire
Condition Immunities Deafened, Frightened
Senses Passive Perception 16
Languages Common, Dwarvish
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Siege Monster. Bob the Breaker deals double damage to objects and structures.

Reactive. Bob the Breaker has two reactions. 

Explosive Avoidance. Bob the Breaker has advantage on dexterity saving throws.

Actions

Multiattack. Bob the Breaker makes two Grenade Launcher attacks.

Grenade Launcher. Ranged Weapon Attack: +9 to hit, range 120/180 ft., 1target. Hit: 19 (4d6 + 5) fire damage. 

Bomb on a stick. Melee Weapon Attack: +8 to hit, feet 5ft., 1 target. Hit: 10(1d12 + 4) bludgeoning damage. Any Creature hit by the Bomb on a stick must make a DC 17 dexterity saving throw, taking 14(4d6) or half as much on a successful save. 

Rocket Launcher. Ranged Weapon Attack: +9 to hit, range 60/90 ft; 1 target. Hit: 23(4d8+5) fire damage.

Rocket Leap. Bob the Breaker aims his rocket launcher at the ground, releasing a rocket causing an explosion in a 10 ft radius, centred on himself. All creatures within range, including Bob the Breaker, must make a DC 17 dexterity saving throw, taking 27 (6d8) fire damage or half as much on a successful save. Upon using this, Bob the Breaker flies 25 ft into the air and moves up to 25 ft. This movement does not provoke oppurtunity attacks.  

Bonus Actions

Stamina Recovery (2/day).  Bob the Breaker dwells on strength within himself, regaining hit points equal to 1d10+9.

Explosive Mine (5/day).  Bob the Breaker places one explosive mine anywhere within a 20 ft radius. When Bob the Breaker places a mine, he makes a stealth check contested by all hostile creatures passive perception, in order to hide the Mine. He may detonate it with his reaction.

Reactions

Detonate. When a creature steps within 5 ft of the Explosive Mine, Bob the Breaker may activate it, causing all creatures within 5 ft to make a DC 17 dexterity saving throw, taking 22 (4d10) fire damage or half as much on a successful save.

 

Legendary Actions

Bob the Breaker can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bob the Breaker regains spent legendary actions at the start of its turn.

Rocket Launcher. Bob the Breaker makes one attack with his Rocket Launcher.

 

Rocket Bombardment(1/day). Bob the Breakers final, ultimate attack. This last resort attack fires up to six miniature rockets from his rocket launcher. Each miniature rocket has +9 to hit, and deals 14 (2d8+5) fire damage, with a range of 120 ft. 

Description

♩Bob the Breaker! Can he fix it? Bob the Breaker! No, he makes it worse!♩

Previous Versions

Name Date Modified Views Adds Version Actions
8/19/2024 2:28:58 PM
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1
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Coming Soon

Monster Tags: humanoidartillery

Habitat: Urban

not_steve22

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