SanityWithIn
Immune to Blinded and Invisible. Dazed when exposed to loud sounds.
Melee attackers take half the HP lost in return as acid damage (ignores armor).
- •Shred (3x).1d12+5
- •Impale.
(Reach: 3) d44+10. On damage: Grappled (escape DC 15).
- •Devour.
(hampered targets only) 2 wounds.

Immune to Opportunity Attacks.
If a cheeky parrot hears a tier 1 or lower spell being cast, it learns the spell (It starts combat knowing Vicious Mockery).
Acts twice in a round (halfway through the round AND at the end of it)
- •Rah! bracadabra.
Cast a spell learned via Mimicry.
- •Peck.1d6+3.
When an ally within 2 spaces dies, attack once for free
- •Big Clang (2 Uses).
Degrade your armor (Heavy -> Medium -> None). Alles roll with advantage on their next attack.
- •Stab.1d4+5
Fire (V)
Indistinguishable from a normal palm tree until it moves.
When Crit: Drops a coconut on adjacent enemies (2d6+3).
- •Slam.
2d6+6 bludgeoning.
- •Throw Coconut.
(Reach: 6) 2d6+3 bludgeoning.
Remains Riding until crit or taking fire damage.
Creatures you ride are Silenced.
- Bite.
2d4+4. On hit: Riding.

On Crit: Despair.
On death: Deal 1 wound to the attacker.
- •Binding Wraps.
(Reach: 3) 1d4+10 On hit: Restrained (escape DC 13 or any fire damage).
- •Rotten Fist (2x).1d4+8.
On crit: Dazed.

On Crit: Despair.
The first attack against you misses.
- •Cruel Strike.
1d4a+12. Then.
- •Deathly Touch.1d4.
On damage: set HP to 0.

On Crit: Despair.
- •Leg Sweep.1d4+10 DIS.
On hit: Prone. Then
- •Ghoul Fist.1d4+5.
On damage: Dazed.

On Crit: Despair.
- Swift Fists (2x).1d4+2

In the first round: Attacks roll with advantage and can't be defended against.
Always acts first.
- •Warping Shadows (1 Use).
Teleport yourself and target creature up to 10 spaces.
- •Claws.
2d4+20. On Crit: Blinded (until healed).
- •Ravage.
(creature you have advantage against) 30 damage.

In the first round: Attacks roll with advantage and can't be defended against.
Always acts first.
- •Claws.
2d4+10. On Crit: Blinded (until healed).
- •Ravage.
(creature you have advantage against) 20 damage.

Melee hits against you knockback 4 spaces.
- •Legendolo Smash!
Move 4, then 1d10+2
- •Solendary Performance.
Pronounce your special move! Your next attack rolls with advantage and uses a d20 instead.
At 40HP you start to monologue. Enemies that can hear you: DC 13 WIL save or dazed.
The solendary Legendolo is dying! 10 more damage and he dies. Until then Legendolo Smash hits in a cone 4.