Medium Humanoid (Human), Chaotic Evil
Armor Class 17 Chain mail
Hit Points 66 (7d12 + 3)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +5, CON +6
Skills Insight +3, Intimidation +4, Persuasion +4
Condition Immunities Poisoned
Senses Passive Perception 10
Languages Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Practiced Alcoholic(1/day). Any Constitution Save they need to make can be done with advantage. Each brother may sip alcohol as a free action each round. Also, they carry at least three bottles of liquor each, wherever they go.

Drunk Sense. Insight checks on any creature can be always be rolled normally. Additionally, saves against traps of any kind can be done with advantage. 

Pact Tactics. When both bourbon brothers fight a singular creature together, they need not flank to gain advantage to attack rolls.

Sobering Up. If these two brothers don't get their free action sip of alcohol, they will have disadvantage on all attack rolls, ability checks, and saving throws.

Actions

Iron Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

Crunk Frenzy(3/day)(requires a free action sip of alcohol). For 5 rounds of combat, the Bourbon Brothers become angry drunks. Now they each can make two reckless attacks per turn, suffering the same consequences a barbarian might. Such that, while they are in frenzy, all attacks on them have advantage. Additionally, their Strength checks and saving throws have advantage.

Molotov(at least 3/day). A bourbon brother expends a bottle of liquor to throw towards creatures at a point of his choosing. As though it were rehearsed, the other brother expends a reaction to light the bottle on fire. Ranged Weapon Attack:  reaches 40 ft., targets within a 10 ft radius of the point must make a Dexterity Saving Throw DC 15 or take 11(1d12+5) fire damage. On a successful save, the damage is halved. 

Reactions

Opportunity Attack.

"Let's Burn 'em Brother!!!". Each bourbon brother can expend their reaction to light his brother's liquor before he throws it at the enemy. 

Description

Theses blubbering alcoholics are overpaid servants of the crime lord Don Carlos. They seek to push people around whenever they can to get some extra lunch money on top of their quality, hourly rate. They are incoherent and difficult to reason with, but they're easily frightened by intimidation checks assuming the Don hasn't intimidated them more, especially when they're sober.

Lair and Lair Actions

These blathering idiots walk around having no lair advantages.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Pypertyme

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