Screaming McCabe

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Screaming McCabe

Medium humanoid (human), Lawful Evil


  • Armor Class 16 (Studded leather)
  • Hit Points 88 (16d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 13 (+1) 13 (+1) 20 (+5)

  • Saving Throws Dex +7, Wis +4
  • Skills Acrobatics +7, Peception +4, Performance +8, Persuasion +8
  • Senses Passive perception 14
  • Languages Any three
  • Challenge 8 (3,900 XP)

Spellcasting. Screaming McCabe is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He has the following bard spells prepared:

Cantrips (At will):
1st level (4 slots):
2nd level (3 slots):
3rd level (3 slots):
4th level (3 slots):
5th level (2 slots):

Defensive CR: 3

Actions

Dagger. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage

Frightful Scream. Each creature of Screaming McCabe's choice that is within 120 feet of him and can hear him must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to McCabe's frightful scream for the next 24 hours.

Legendary Reactions

Tumble. When Screaming McCabe is hit by a melee weapon attack, he can tumble 5 feet in any direction without provoking opportunity attacks.

Smiling riposte. When a creature misses Screaming McCabe with a melee weapon attack, he can make a Dagger attack against that creature.

Lair Actions

When fighting in the town square, Screaming McCabe is in his right element. On initiative count 20 (losing intitiative ties), Screaming McCabe takes a lair action to cause one of the effects described below:

Please the crowd. Screaming McCabe charms 1d4 non-hostile creatures that can hear him within 60 feet. While charmed in this way, the target tries to help McCabe. Common people that are charmed rarely attack, but often spend their action grappling, tripping, or otherwise disrupting McCabe's enemies.

Friendly help. Screaming McCabe chooses up to three creatures that are charmed by him. Those creatures spend their reaction to move up to their speed and take any action of McCabe's choice.

Forced Hand. Screaming McCabe forces a hostile creature to act against its interests. That creature must succeed on a DC 16 Wisdom saving throw or make a melee or ranged weapon attack against a target that McCabe chooses.

 

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