| 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 |
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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).
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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).
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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.
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Pan Smack (Melee Weapon Attack). +2 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning.
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Stone Toss (Ranged Weapon Attack). +2 to hit, range 20/60 ft., one target. Hit: 1d3 bludgeoning (roll 1d4−1; min 0).
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“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.
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Duck & Scoot. Cico Dashes up to 10 ft without provoking opportunity attacks (dives behind barrels, doorframes, etc.).
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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.
Flinch. When a melee attack would hit Cico, he adds +1 to his AC against that attack.
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 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.
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