Medium Or Small Humanoid (Human), Typically Chaotic Neutral
Armor Class 5 natural
Hit Points 26 (5d8)
Speed 20 ft., it scurries on all 4rs
STR
15 (+2)
DEX
15 (+2)
CON
8 (-1)
INT
1 (-5)
WIS
1 (-5)
CHA
20 (+5)
Saving Throws CHA +9
Skills Persuasion +1020
Damage Vulnerabilities Bludgeoning, Cold, Necrotic
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Unknown, Passive Perception 15
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

 

immune to fire 

Actions

 

slash- its time to die- (1d20 to hit)- (2d6) bludgeon damage. 2ft

breath fire- try and eat this- (14dex to hit)- (4d4) fire damage. 3ft cone 6ft long. take 1 turn to drink for recharge.

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

insanity- with the insanity of a psycho they will not stop no matter what it takes               if attacked by a melee attack the psycho can attempt to take the weapon (2d20) must be higher than (35)

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Some psychos have adopted a pyromaniac bent and have become known as "Burning Psychos". These psychos will ignite themselves when engaged, rush into close proximity for melee attacks, and deal Incendiary contact damage. They are often encountered wearing shields and are immune to incendiary damage-over-time. Fire-resistant shields are therefore recommended as a last resort when they close in. Burning Psychos are distinguishable by their bird-like outfit, including a skull mask with feathers, and the flames that they have leaping off them. Like other Psychos except the Badass version, they will throw their weapon at targets at range. Unlike normal Psychos or Midget Psychos, they do not make suicide grenade attacks. They make the same sound as normal psychos.

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.

Lil_pigga79962

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