AC 12 Unarmored + Flinch + battered hat    Initiative +0 (10)
HP 4 (1d8)
Speed 30 ft.
Mod Save
STR 2 −4 −6
DEX 3 −4 −5
CON 2 −4 −4
Mod Save
INT 10 +0 +4
WIS 10 +0 +4
CHA 10 +0 +4
Gear Frying pan, pouch with crumbs & corks, twine, worn hat, patched coat
Senses Passive Perception 11
Languages Common (Italian/Spanish dialect), a smattering of frontier slang
CR 1/4 (XP 50; PB +2)
Traits

 

  • Fast Talk & Tall Tales. Cico has advantage on Deception or Persuasion checks made to stall, distract, or talk his way out of trouble for up to 1 minute (creature must understand him).

  • Slapstick Resilience. The first time Cico takes falling or improvised bludgeoning damage each combat, reduce that damage by 3 (battered hat, thick skull, sheer luck).

  • Always Hungry, Always Looking. Advantage on Investigation checks to locate food, cookware, or stashed supplies; on a success by 5+, he also finds something mildly useful (twine, cork, scrap nails) at the DM’s discretion.

 

Actions

 

  • Pan Smack (Melee Weapon Attack). +2 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning.

  • Stone Toss (Ranged Weapon Attack). +2 to hit, range 20/60 ft., one target. Hit: 1d3 bludgeoning (roll 1d4−1; min 0).

  • “Wait! I Can Explain!” (Save-based; 1/Short Rest). One creature that can hear Cico within 30 ft must make a DC 10 WIS save. Failure: the creature is distracted until the start of Cico’s next turn (disadvantage on opportunity attacks and Perception checks); success: no effect.

 

Bonus Actions

 

  • Duck & Scoot. Cico Dashes up to 10 ft without provoking opportunity attacks (dives behind barrels, doorframes, etc.).

  • Helpful Fumble. Choose an ally within 5 ft of Cico’s target; that ally gains +1 to its next attack roll against that target before the end of Cico’s next turn.

 

Reactions

Flinch. When a melee attack would hit Cico, he adds +1 to his AC against that attack.

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

A beloved everyman from the Universo Classico Bonelli, Cico survives by wit, luck, and an endless stream of excuses. He’s zagging through bar brawls, tripping into cover, and somehow finding a frying pan at exactly the right (or wrong) moment.

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.

Habitat: AnyForestGrasslandHill

Zackagawea

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