John, Paul and Ringo (Action Oriented)

by Anaximand

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John, Paul and Ringo

You just had to talk back to that wizard, didn't you?

Medium Undead, Unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 16 (+3) 8 (-1) 18 (+4)

  • Saving Throws DEX +5, CHA +7
  • Skills Performance +7
  • Damage Immunities Necrotic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Languages Common
  • Challenge ¯\_(ツ)_/¯

Qualified Turn Immunity John, Paul and Ringo make three saves against turn undead, if at least one head succedes, they all succede

Actions

Multiattack John, Paul and Ringo use their Discord action twice.

Discord. Roll a d6:

       1-2 : Tremble John targets a creature within 30 ft. Target creature must make a DC 15 wisdom saving throw. On a failed save the creature takes 3d6 thunder damage and is frightened until end of it's next turn. On a succesful save the creature takes half as much damage and isn't frightened.

       3-4: Amp up Paul throws 3 glowing picks at a creature. Ranged Weapon Attack: +7 to hit, range 30/60, one creature. Hit: 9 (1d10+4) force damage. John, Paul and Ringo heal for half the damage dealt

       5-6: Snare Ringo let's out a rattling sound, momentarily liquefying ground around him. Each creature within 20 ft of John, Paul and Ringo must make a DC 15 strength saving throw or become restrained (DC 15 to escape).

Reactions

Nah nah nah When John, Paul and Ringo is dealt damage they can use their reaction to halve that damage.


Boss actions

John, Paul and Ringo have three boss actions. They can take each action once per encounter after an enemy creature's turn.

Action 1: I think we're missing one Roll a d20. On result 2-19 John, Paul and Ringo summon a Deathlock . On result 1 they summon a Banshee.

Action 2: Lucy John, Paul and Ringo cast Hypnotic Patter centered on themselves. They are immune to it's effect and it can't be countered.

Action 3: Twist and shout Each creature within 10ft. of John, Paul and Ringo must make a DC 15 dexterity saving throw, taking 2d10 bludgeoning damage on a failed save or half on a successful one. Additionaly, each creature within 30ft. of John, Paul and Ringo must make a DC 15 Wisdom saving throw, or be frightened until the end of John, Paul and Ringo's next turn.

 

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