Multiattack. The Chad makes two smash attacks.
Smash. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage.
Keg. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Arena Actions
On initiative count 20 on the first round Chad gets the crowd pumped. His target must make a DC 18 wisdom saving throw or be frightened of Chad until initiative count 20 on the next round. If the target succeeds, they take 2d10+1 psychic damage.
On initiative count 20 on the 2nd round, if Chad has taken any damage, he drops a portable hole on the ground, pulls a keg out of it and does a keg stand while the crowd cheers. Chad regains all of his Hit points. He then belches a cone of poison out to 15 feet. Creatures in the area must make a Con save or take 4d12+6 poison damage. The keg and the portable hole stay in play for the remainder of combat. If Chad hasn't taken damage yet, he uses his next Arena action instead, and uses this one after he has taken damage.
On initiative Count 20 on the 3rd round Chad is a little winded, and something got in his eye, he calls for time out. His target must make a DC 18 wisdom saving throw, or be incapacitated until the end of their next turn, or until they take damage. If the target succeeds Chad is unable to get the junk out of his eye, and the next attack against him has advantage.
Once Chad has used all of his Arena actions, he gains an extra attack when he uses his multiattack. He can use this extra attack to attack with his smash, or his keg.
Description
Abominable Chad is the fearsome champion, and leader of Black Kask. Master of the Drunksmash style of combat. He's an expert at working the crowd. Clad in his heavy polo armor, he fights with his Smashfists, and his hidden keg. If you get something in his eye, he'll call a time-out.
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