| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +14 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Hammer Master. Anytime Big Benny hits an enemy that has a type of rock, metal or crystal as part of their biology or armor, he deals an extra 1d6 damage to them.
Indomitable Human Spirit. By using this trait Big Benny can choose to do one of these once per day. '
- Big Benny can add a +5 to any rolled action
- Big Benny can add a -5 to any action made against him
- While outside of combat, He can get the full benefits of a short rest without actually having to do one.
- If he is under an effect, he can dispel it immediately after using this.
- When Big Benny is downed. He can opt to fail all 3 death saving throws. DOING THIS WILL KILL HIM. But! If he does this, he gain 2 actions and 2 bonus actions. Anything he does during this time will have advantage as well as a flat +5 bonus across the board.
Almighty Fighting Spirit. When Big Benny hits half hp, he deals an Extra 1d4 damage for 3 turns. This can happen once per short rest.
Firm Stand. (1/turn) The first time Benny would be reduced to 0 Hit Points during a turn, he is instead reduced to 1 Hit Point. This effect fails if the damage taken matches or exceeds his maximum hit points (80), or if he is reduced to 0 Hit Points a second time within the same turn. Additionally, Benny has a +5 bonus to saving throws against being frightened.
Big B's Hammer. Anyone hit by Big B's Hammer has their movement speed reduced by 10ft till the end of their next turn, this effect does stack.
Multiattack. Big Benny makes two attacks using his Big B. Hammer
Big B. Hammer. Melee Attack Roll: +10, reach 10 ft. Hit: 14 (2d6 + 8) Bludgeoning damage.
Hammer Throw. Ranged Attack Roll: +10, range 30ft 10ft Line Aoe. Hit: 14 (2d6+ 8) Bludgeoning damage. After the Hammer is thrown, it will boomerang back to him next turn. Anything in the way of the hammer back to him will take the damage of hammer throw. Big Benny cannot use his hammer once is thrown but can use it once it comes back.
Power Kick. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d4 + 7) Bludgeoning damage. When kicked, the effect creature must make a DC 17 STR check or be knocked back 10ft.
Sentinel. Anytime a creature enters the range of Big Benny, he can choose to make an attack against them. When he hits them with reaction, this turns their movement speed to 0. disengaging still provokes this attack.
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