Grim Jester
Medium Undead Chaotic Evil
- Armor Class: 18 (natural armor)
- Hit Points: 136 (16d8 + 64)
- Speed: walk 30 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: Tome of Beasts 2023, page 224
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
22 (+6) |
18 (+4) |
16 (+3) |
16 (+3) |
20 (+5) |
- Saving Throws: Dex +10, Con +8, Cha +9
- Skills: Acrobatics +10, Deception +9, Perception +7, Performance +9, Sleight of Hand +10, Stealth +10
- Damage Vulnerabilities: False
- Damage Immunities: necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Resistances: cold
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
- Senses: darkvision 120 ft., passive Perception 17
- Languages: Abyssal, Celestial, Common, Gnomish, telepathy 120 ft.
Special Abilities
- Last Laugh: Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester gains a new body in 1d20 days, regaining all its hp and becoming active again. The new body appears in a place of the god's choosing.
- Mock the Dying: Death saving throws made within 60 feet of the grim jester have disadvantage.
- Turn Resistance: The grim jester has advantage on saving throws against any effect that turns undead.
- Undead Nature: The grim jester doesn't require air, food, drink, or sleep.
Actions
- Necrotic Claw: Melee Spell Attack: +9 to hit, range 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage.
- Killing Joke: The grim jester tells an ancient, nihilistic joke to one creature it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or fall prone in a fit of laughter, becoming incapacitated and unable to stand up for 1 minute. A creature that fails this saving throw by 5 or more is reduced to 0 hp instead. The incapacitated target can repeat the saving throw at the end of each of its turns, taking 14 (4d6) necrotic damage on a failed save or ending the effect on itself on a success.
- Spellcasting: The grim jester casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17):
At will: disguise self, grease
3/day each: magic mouth (as an action), mirror image
1/day each: mislead, seeming
Bonus Actions
- Joker's Shuffle (Recharge 6): The grim jester exchanges locations with a Medium or smaller creature it can see within 60 feet of it. The jester and target each teleport to the other's space, and each becomes covered in a magical illusion to look and sound like the other. A creature must take an action to visually inspect an illusion and succeed on a DC 19 Intelligence (Investigation) check to discern that the jester and target are disguised. The illusions last for 1 minute, until the jester dies, or until the jester dismisses them as a bonus action.
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