Grim Jester
Medium Undead, chaotic evil (CR 11)Armor Class 18 natural armor
Hit Points 136 (16d8+64)
Speed 30 ft.
14 (+2)
22 (+6)
18 (+4)
16 (+3)
16 (+3)
20 (+5)
Skills acrobatics 10, deception 9, perception 7, performance 9, stealth 10
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Celestial, Common, Gnomish, telepathy 60 ft.
Challenge Rating 11
Actions
Joker's Shuffle (recharge 6).
The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17).
Killing Joke (recharge 6).
The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic.
sizeMedium
typeUndead
group
alignmentchaotic evil
strength_save
dexterity_save10
constitution_save8
intelligence_save
wisdom_save
charisma_save9
perception7
damage_vulnerabilities
damage_resistancescold
damage_immunitiesnecrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
condition_immunitiescharmed, exhaustion, frightened, paralyzed, poisoned
cr11
reactionsname: Ridicule Hope (recharge 4-6),desc: When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured.
legendary_desc
legendary_actions
special_abilitiesname: Innate Spellcasting,desc: the jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components: at will: disguise self, grease, inflict wounds, magic mouth, misty step 3/day each: contagion, mirror image 1/day each: delayed blast fireball, finger of death, mislead, seeming,name: Last Laugh,desc: Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing.,name: Mock the Dying,desc: Death saving throws made within 60 feet of the jester have disadvantage.,name: Turn Resistance,desc: The jester has advantage on saving throws against any effect that turns undead.
spell_list
page_no240
document__license_urlhttp://open5e.com/legal
document__slugtob
document__titleTome of Beasts
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/
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Tome of Beasts, page no. 240