Medium Humanoid, Neutral
AC 17    Initiative +8 (18)
HP 433 (23d12 + 20)
Speed 30 ft.
Mod Save
STR 12 +1 +1
DEX 7 −2 −2
CON 10 +0 +0
Mod Save
INT 17 +3 +3
WIS 18 +4 +6
CHA 17 +3 +5
Skills Athletics +5, Perception +2
Senses Passive Perception 17
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Traits

Phase 2. when bloodied roll random wares an extra time

Phase 3. When brought below 50 HP you get advantage on random wares and get to choose the appropriate ability for the time

Random wares. Roll a d100 once per round and add the appropriate modifier

1. you explode taking 2d100+100 fire damage to yourself

2. all of your allies explode taking 1d100 fire damage and dealing half to everyone within 40 ft

3. all allies get disadvantage on everything including damage

4. every ally loses a quarter of their hp

5. choose a target and all their weapons and armor get randomized

6. everyone can only use wild magic on their next turn

7. at the end of your turn you swap initiatives with person next in initiatives this letting you take your turn again

8. you get run over by a car take 3d20+10 bludgeoning

9. everyone gets poisoned from the shower gas for 1 round

10. Everyone's Hp is reduced to 10 for 1 round

11. One player does 10 push ups

12. One player has to sing hoe they go through with their turn and have to explain in great detail

13. all enemies become frieghtned and start shitting their pants

14. All enemies have the mind of teenagers making it so they can't use the same action as the previous turn and the turn before that this lasts for 3 rounds

15. all spellcasting players lose their ability to cast spells and use magic until they repent and confess their sins

16. you disadvantage on your next attack 

17. You do 1 damage with your attacks for one round

18. Everyone gets drafted and can only use guns to attack if they have no guns they must talk like a drill sergeant this lasts 2 rounds

19. all creatures can't be within 20 ft of another creature for 2 rounds or they take 2d100 poison damage

20. everyone gets a propeller hat

21. everyone's size changes determined by a d6

22. you hunters mark yourself

23. The players have to perform an improv comedy show for 5 minutes

24. everyone has the jump spell casted on them and has a weird fixation on playing basketball

25. Everyone has to change class for 1 round 

26. Nothing happens 

27. All player characters have to make a meme about their character

28. A cage surrounds all enemies the DC to break out is 20

29. skip your turn

30. All enemies switch positions

31. roll again

32. everyone is teleported 10 feet in the air

33. 10 angry commoners spawn

34. obtain a crimson rite of plasma  

35. A nearby vehicle is compelled to drive into a nearby player

36. Zombieboy/Dm has to do the Ryiji impression for 3 rounds (for non groupers the Dm has to do an impression of the players choosing but it has to be an impression they've done before or have agreed to in the past) 

37. Everyone needs to switch which room they're currently in if they can't they take 1d20 depression damage (you can't repeat rooms)

38. a player of your choice has to call a friend if they don't answer they take 2d12 damage 

39. oops everyone is Jewish for 1 round

40. Everyone rolls a con save if they fail DC 10 they get aids (this has no battle effect)

41. Onoma switches to his other stat block and starts fighting for 3 rounds

42. everyone gets high and can't see the map but has to memorize the map and what their moves are

43. Everyone rolls a strength save if they fail DC 10 they're strength is reduced to 1 until they do a seance prayer circle in front of a new moon

44. You have to stab the newest player to DND with a dagger in game (NOT IRL) 

45. oops y'all are German now 2 rounds

46. everyone takes a 5 minute break to get something to drink

47. The boss music changes

48. you have to ask a non player character friend to take your turn

49. one player of your choice has to do a Yoda 2 rounds

50. everyone's Hp gets halved 

51. one player takes 100 damage but can reduce it by one for each marketable plushy they can successfully show the DM

52. A player of your choice has to boot up Pokemon and shiny hunt a random pokemon and they have a month or their character get turned into chunky kong and dies

53. A random homebrew stat block of your choice just spawns for one round

54. commoners a tarrasques swap stat blocks for 1 round 

55. your next attack is a crit

56. All players need to find something green in their house or they take 1d100 green damage

57. you play a game of Yu-Gi-Oh with an enemy and the loser takes 100 damage

58. an enemy teleports at the top of a pit of a cliff 

59. all enemies obtain gills and lose the ability to breath O2 for 2 round

60. all enemies switch their position on the class system for 2 rounds

61. all enemies take 1 damage for each gold piece in their possession 

62. Everyone loses a spell slot, if you don't have slots take a d20 damage 

63. Everyone has to do a trump impression for 2 rounds

64. one target must roll a dice or wheel to decide an item and that item is multiplied by 64 immediately without warning

65. Everyone gets blinded deafened and crippled for 2 rounds

66. All enemies have their souls taken for 1 round meaning they can't make social commentary unless its to say something cursed also if they don't have a soul they take 3d100 depression damage, after the 1 round the souls are put in the wrong bodies and the players must control the character they don't play for 2 rounds

67. everyone rolls performance and dances which wastes their main action but also the one rolls lowest takes 100 psychic damage 

68. All the food in Onoma's fridge is replaced with a 5 day old Caesar salad 

69. All enemies must roll a cha save Dc 18 if they fail their charmed for 3 rounds

70. Gain immunity to all condition for 1 round

71. All players have to write a 2 paragraph letter to their god if they refuse they take 3d100 damage

72. everyone has grease casted on their shoes and feet

73. enemies can only communicate via sound board for 1 round

74. all enemies obtain a severe nut allergy for 1 round 

75. everyone gets a peanut butter cookie

76. All enemies are forced to move via wheelchair and their movement is halved for 2 rounds

77. every one get 100 gp

78. All enemies most used weapons becomes a mimic

79. you gain sanctuary for 2 rounds

80. All enemies are hexed for this turn

81. the party has to pretend to be gay for a round

82. All enemies become 4"11 till the end of the fight (this doesn't affect combat) if this is hit again it gets re rolled and if it hits three times in a row a God gets summoned and all enemies get smited

83. every player has to pretend their a character from a different campaign though it has to be a character they've voiced this lasts for 2 rounds 

84. all damage an enemy deals is reduced by 8 without going below minimum damage unmentioned to anyone else and the only cure is to make another player doubt a something about their character whether lore or IRL. each doubt is one damage you get back and if you get found out for cheating all enemies deal 15 less damage unless the players repent and say a bible verse using their action

85. one target of your choice is cursed the curse is that whenever the player laughs out of game their character take 1d6 damage and the only cure is to sacrifice 10 pure sinless souls

86. an enemy character of your choice starts speaking like a character from Hamilton but they can't tell and it can only be cured by firing a Musket at some point

87. Enemies take 1d8 piercing damage and lose their frontal lobe for 3 rounds so they auto fail any social or knowledge based roll and nat 1s always make a funni

88. every male enemy gets a boner for 2 rounds which reduces their movement by 10 ft and get disadvantage on attack rolls but advantage on cha checks if your character doesn't have a small one

89. every enemy contracts a disease of the dms choosing and can't get rid of it without a magical ritual conducted by a god of either the hellish pantheon or heavenly pantheon 

90. can disappear into fog alongside 2 decoys with 25 HP each

91. can fly for 3 rounds

92. speed becomes unlimited for this turn

93. gain the ability to hit anyone with any attack from any position for this turn

94. disappear into a shadowy mist for 2 rounds and reappear alongside some fog

95. All enemies are knocked prone

96. Drain the HP from a target and Regen the stolen amount

97. gain resistance to every damage type for 2 rounds

98. boosts Ac to 30 for the next 2 rounds

99. All enemies roll a dex save Dc 20 on a fail enemy is restrained and grappled

100. Roll a d4 and apply the result

1. cast power word kill on all enemies

2. cast power word stun on all enemies

3. cast power word heal on yourself and all allies

4. Cast all three

Actions

Multiattack 2

Shortscythe. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (3d4 + 3) Slashing damage.

Gungeon Musket. Ranged Attack Roll: +9, range 100/400 ft. Hit: 12 (2d10 + 8) Any damage.

Random wares usage. Use the trait as your action

Reactions

Parry. Trigger: The Merchant is hit by a melee attack roll while holding a weapon. Response: The warrior adds 3 to its AC against that attack, possibly causing it to miss.

ZombieGavin

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