Medium Humanoid
Armor Class 16
Hit Points 55 (6d8)
Speed
STR
15 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Gear Equipment Red Nunchucks of the Id. (+1 to attack and damage rolls, deals 1d4 thunder damage) Blue Nunchucks of the Superego. (+1 to attack and damage rolls, deals 1d4 thunder damage)
Senses Passive Perception 14
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Unarmored Defense. While Babble isn’t wearing armor, his AC is 10 + Dexterity modifier + Constitution modifier.

Martial Arts. Babble can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons (like his nunchucks). He can also make an unarmed strike as a bonus action.

Nunchuck Mastery. Babble is proficient with nunchucks. He can use both pairs of magical nunchucks in combat with exceptional skill, allowing him to treat the nunchucks as a magical weapon (+1 to attack and damage rolls) and deal an additional 1d4 thunder damage on a hit.

Deflect Missiles. As a reaction, Babble can deflect or catch a missile when he's hit by a ranged weapon attack. When he does so, reduce the damage by 1d10 + Dexterity modifier.

Mouths of the Id and Superego.

  • The Red Mouth (Id): This mouth floats around Babble, glowing with maroon smoke and exuding primal aggression. As a bonus action, Babble can choose to invoke the Red Mouth’s power to cast the Enraged Strike ability. On his next attack, his attack deals an additional 1d6 psychic damage, and the target must make a DC 13 Wisdom saving throw or become frightened of Babble for 1 minute.

  • The Blue Mouth (Superego): The calm, composed blue mouth encircles Babble, glowing faintly with Times New Roman text. As a bonus action, Babble can invoke the Superego’s ability, granting him calm focus. Until the start of his next turn, he gains advantage on Wisdom saving throws and all of his attack rolls are made with advantage against frightened or charmed creatures.

Mouth Combo. (Special Action)
Babble can use both magical mouths in unison. As an action, he swings both pairs of enchanted nunchucks (one red with Id, one blue with Superego) to unleash a focused barrage of psychic energy. All creatures within 10 feet of Babble must make a DC 14 Dexterity saving throw or take 2d6 thunder damage and become stunned until the end of Babble's next turn. Babble gains advantage on all attacks against stunned creatures until the end of his next turn. This ability can be used once per short rest.

Actions

Multiattack. Babble makes two unarmed strikes or uses his magical nunchucks twice.

Nunchuck Strike (Magical Weapon).
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 3) bludgeoning damage, plus 1d4 thunder damage.

Enraged Strike (Id Activation).
Attack Action. Babble may use this attack after invoking the Red Mouth (Id). The next attack he makes deals an additional 1d6 psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or be frightened of Babble for 1 minute.

Focused Strike (Superego Activation).
Attack Action. Babble may invoke the Blue Mouth (Superego) and make a single attack with advantage. On a successful hit, the target must make a DC 13 Constitution saving throw or be unable to take reactions until the start of Babble’s next turn.

Equipment Red Nunchucks of the Id. (+1 to attack and damage rolls, deals 1d4 thunder damage)  Blue Nunchucks of the Superego. (+1 to attack and damage rolls, deals 1d4 thunder damage)

Reactions

Deflect Missiles. When Babble is hit by a ranged weapon attack, he can use his reaction to reduce the damage by 1d10 + Dexterity modifier.

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.

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.

TheRougePuppeteer

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