Madman

For some, psychological traumas or the sight of the horrors dwelling in a fantasy world are too much to bear. While those too weak to cope with the things

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Madman

Medium humanoid (any race), chaotic evil

For some, psychological traumas or the sight of the horrors dwelling in a fantasy world are too much to bear. While those too weak to cope with the things they have seen are destroyed, others are driven into absolute madness. Twisted to evil, these madmen prowl the night looking for fresh victims—often their own friends and neighbors—to slaughter. In many cases, madmen appear normal. They may even lead a normal life and go about in public without notice.

Armor Class 13 ( leather armor )

Hit Points 26 (4d8 + 8)

Speed 30 ft.

STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)

Saving Throws Dex +4

Skills Deception +3, Intimidation +3, Stealth +4 Proficiency Bonus +2

Damage Vulnerabilities

Damage Resistances

Damage Immunities

Condition Immunities

Senses passive Perception 11

Languages any one language (usually Common)

Challenge 1 (200 XP)

No special abilities.

Actions

Multiattack. The madman makes two attacks.

Reactions

None.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki - Madman (5e Creature)

This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.

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