Medium Humanoid, Chaotic Neutral
Armor Class 13 Natural armor from mutated skin
Hit Points 26 (4d8 + 8)
Speed 30 ft., this character walks in a disheveled and almost zombie like stance its speed is doubled if it is in its berserker state.
STR
15 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
9 (-1)
Condition Immunities Blinded
Gear 1 rusty greataxe
Senses Passive Perception 9
Languages common (incoherent screams and grunts)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Blind Rage. The blighted villager has disadvantage on attack rolls against creatures it cannot hear or sense withing its blindsight range.   However, it gains advantage on strenght checks and saving throws it has at least 1 hit point.

Reckless: at the start of its turn, the blighted villager can gain advantage on all mele weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. 

Actions

Action Name. Enter the description for your action.

Greataxe: Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 9 (1d12 + 2) [slashing] damage.

uncontrolled frenzy:

(recharges after a Short or Long rest): the blighted villager enters a frenzied state for 1 minute.  During this time, it hains an additional action on each of its turns (this action can be used only to take the attack action or dash). The frenzy ends early if the villager is reduced to 0 hit points

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

these once-ordinary villagers have been transformed by a radioactive "cure" for the plague, leaving them blind, enraged, and barely human.  Their skin is cracked and glowing faintly green, and their movements are erratic as they lash out with crude weapons or bare hands

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.

tyler_the_tyrannical

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