Medium Humanoid (Any Race), Chaotic Neutral
Armor Class 13 (Pots and Pans)
Hit Points 33 (6d8 + 6)
Speed 30 ft., Burrow 15 ft.
STR
16 (+3)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws CON +6, CHA +3
Skills Insight +3, Survival +3
Condition Immunities Frightened
Senses Passive Perception 12
Languages Common, Dwarvish
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Expert Miner. While Crazy Pete has a pickaxe, shovel, or similar digging tool in hand he has a burrow speed equal to half his walking speed.

Holy Shit! Dynamite. Crazy Pete has 1d4+4 sticks of dynamite on him at the start of an encounter.

Crazy Old Coot. Crazy Pete has advantage on saving throws against being charmed and is immune to being frightened.

Actions

Giant ****in' Pickaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) piercing damage.

Fire in the Hole! As an action, Crazy Pete can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Bundle 'em Up. As an action Crazy Pete can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).

The dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.

Hoot N' Holler. As an action Crazy Pete can cause a distracting ruckus that annoys everyone within 30 ft of him. Until the start of his next turn, or until he takes damage, creatures within range have disadvantage on attack rolls that don't target Crazy Pete. Creatures that can't hear are immune to this effect.

Legendary Actions

Crazy Pete can take 3 legendary actions, 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. Crazy Pete regains spent legendary actions at the start of his turn.

Hoot N' Holler. Crazy Pete uses his Hoot N' Holler action.

Bundle 'em Up! (2 actions) Crazy Pete uses his Bundle 'em Up action.

Description

Crazy Pete is your typical loony prospector. Where he goes dynamite and chewing tobacco are sure to flow.

Habitat: ForestHillMountainSwampUnderdarkUrban

theother_Judas27

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