Powerful Build. Bellows counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.
Human Projectile. A creature thrown by Bellows lands prone unless it succeeds on a DC 13 Dexterity saving throw.
The Show Must Go On. At initiative count 20 each round, losing initiative ties, the Curtain Call can perform one Stage Act. This occurs only once for the entire Curtain Call each round, regardless of how many members have this trait. At least two conscious Curtain Call members must remain for a Stage Act to occur. If Maestro Voss is conscious, roll 1d4 on the Stage Act table. If Voss is unconscious or dead, roll 1d4; the Stage Act occurs only on a roll of 3 or 4. If only one Curtain Call member remains conscious, no Stage Act occurs.
1 — Places, Everyone! Each conscious Curtain Call member may immediately move up to 5 feet. This movement does not provoke opportunity attacks.
2 — Spotlight! The Curtain Call designates one creature it can see as the star of the show. Until initiative count 20 on the next round, the first time a Curtain Call member hits that creature with an attack, the attack deals an additional 3 (1d6) damage.
3 — Thunderous Applause! The Curtain Call stomps, claps, shouts, and strikes their weapons in perfect rhythm. Each enemy creature that can hear them must succeed on a DC 11 Wisdom saving throw or have disadvantage on its next attack roll before initiative count 20 on the next round.
4 — Curtain Call! Choose two conscious Curtain Call members within 30 feet of one another. They immediately exchange positions. This movement does not provoke opportunity attacks.
Show Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
Get Over Here. Bellows attempts to grapple one creature within 5 feet. Bellows makes a Strength (Athletics) check with a +5 bonus contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the target is grappled.
Throw the Volunteer. Bellows throws one creature he is grappling up to 10 feet to an unoccupied space he can see. The creature takes 1d6 bludgeoning damage and falls prone.
Showstopper (1/Short Rest). Bellows smashes his hammer into the ground. Each other creature within 10 feet must make a DC 13 Strength saving throw. On a failed save, a creature takes 3 (1d6) bludgeoning damage and falls prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Showboat. Bellows flexes, roars, taunts, or performs another ridiculous strongman display. One creature Bellows can see within 15 feet must succeed on a DC 11 Wisdom saving throw or have disadvantage on the next attack roll it makes before the beginning of Bellows' next turn.
Not Yet! (1/Short Rest). When Bellows would be pushed or knocked prone, he can use his reaction to remain in his current space and remain standing.
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
Bellows is the Curtain Call's strongman and enforcer. He once performed feats of strength for cheering crowds; now he performs them on unwilling participants. He enjoys grappling enemies, throwing them around the battlefield, smashing scenery, and turning violence into spectacle. He is not particularly clever, but he is fiercely loyal to Voss and reacts badly when anyone mocks his strength.
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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