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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 : Tre~~m~~ble** 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.