Grim Jester

Medium Undead, chaotic evil (CR 11)

Armor Class 18 natural armor

Hit Points 136 (16d8+64)🎲

Speed 30 ft.


STR

14 (+2)

DEX

22 (+6)

CON

18 (+4)

INT

16 (+3)

WIS

16 (+3)

CHR

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/

Find the complete stats on: Open5e

Tome of Beasts, page no. 240
Other formats: JSON

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