| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +11 |
| DEX | 25 | +7 | +13 |
| CON | 20 | +5 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 25 | +7 | +13 |
| CHA | 20 | +5 | +11 |
Empowered Strike. The Waffle House Employee's attacks are considered magical for the purpose of overcoming resistances and immunity
Evasion. When the Waffle House Employee is subjected to an effect that requires them to make a dexterity saving throw to take only half damage, they instead takes no damage if they succeed on a saving throw and half damage on a failure.
Magic Resistance. The Waffle House Employee has advantage on saving throws against spells and other magical effects
Tavern Brawler +. The Waffle House Employee is proficient with improvised weapons. In addition, all improvised weapons are counted as a 1d12 weapon.
Spellcasting. The Waffle House Employee is a 20th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). The Waffle House Employee has following spells prepared:
At will: Goodberry, Produce Flame, Compelled Duel
3/Day Each: Heroes Feast, Bigby's Hand.
1/Day: Weird
Multiattack. The Waffle House Employee makes two unarmed strikes, and if it has a weapon, can make two additional attacks with that weapon
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) Bludgeoning damage.
I Cast Iron. The Waffle House Employee uses their trusty frying pan to attack, this counts as an improvised weapon. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 7) Bludgeoning damage
Nah, Run That Back. The Waffle House Employee makes two additional unarmed strikes
Quickened Step. The Waffle House Employee takes the dash or dodge action (the Waffle House Employee does not disengage).
Multi-React. The Waffle House Employee makes one reaction per limb
Deflect Missile. In response to being targeted by a ranged melee attack, the Waffle House Employee can deflect the missile. The damage it takes from the attack is reduced by 1d12+25. If the attack is a miss by 1 or the damage is reduced to zero the Waffle House Employee catches the missile and can use it as a melee weapon if they have a free hand
You Steppin to Me? When a creature comes within range, even if disengaged, the Waffle House Employee can immediately make either an unarmed strike or a weapon attack.
The Waffle House Employee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Waffle House Employee regains spent legendary actions at the start of its turn.
Throw Something, I Dare You (Costs 1 Action). The Waffle House Employee chooses one creature it can see and goads them. The creature must make a DC 22 Wisdom saving throw, on a failed save that creature must immediately spend their reaction to throw a random object around them that is not already worn or carried at the Waffle House Employee at disadvantage
Pull One Bacon (Costs 2 Actions). The Waffle House Employee imbues one of their weapons with fire of the grill, adding an addition 6d8 fire damage to their next weapon attack
All Star Special (Costs 3 Actions). The Waffle House Employee summons the fire of the kitchen itself, it casts the spell Fireball at 7th level and heals for half the damage dealt to the creature most damaged by the attack
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
The Waffle House Employee is a typically friendly person of any species working at a respectable establishment. They are typically helpful and willing to provide food and comfort to any who enter their establishment. They are, however, not to be trifled with.
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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