Large Swarm of Medium beasts, Neutral
Armor Class 20 Skin
Hit Points 40 (1d20)
Speed
STR
10 (+0)
DEX
18 (+4)
CON
10 (+0)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
Senses Passive Perception 20
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Mindless Obedience: The Chopper Clone automatically obeys the commands of its creator without question or hesitation. It cannot make independent decisions.

Zoan Form: Chopper has a hybrid form which is its default form. The hybrid is a mix between a human and a reindeer.

Limited Actions: The clone's actions are restricted by its mindless nature. It won't take complex actions unless directly commanded.

Expendable: The creator can choose to consume the clone as a last resort, regaining hit points (amount to be determined by DM, possibly 1d8 + creator's level).

Actions

Walk Point (Default Form):

Slam: Melee Weapon Attack: +2 to hit (based on assumed low Strength), reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Guard Point (Defensive Form):

Thick Fur: The clone expands its fur, gaining temporary hit points equal to 5 + the creator's level. These temporary hit points last until the start of the creator's next turn. This ability would be a transformation ability.

Intercept: As a reaction when a creature the clone can see targets an ally within 5 feet of it, the clone can intercept the attack. The attack is made against the clone instead of the original target, and the clone has advantage on the saving throw or takes half the damaHeavy Point (Strength Form):

Heavy Gong: Melee Weapon Attack: +4 to hit (based on increased Strength), reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. The target must succeed on a Strength saving throw (DC 12) or be knocked prone. The ability to go into this form is a transformation ability.

Horn Point (Offensive/Piercing Form):

Roseo Colonnade: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) piercing damage. This ability would be a transformation ability.

Roseo Metel: The clone charges in a straight line up to 30 feet, making a single Horn attack against each creature in its path. Each creature in the path must also make a Dexterity saving throw (DC 12) or be knocked prone.ge.

 

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

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

Mythic Action Name. 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

Enter a general description for your monster here.

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.

Brotherbasherthebest2

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