![]() The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic. ![]() 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 lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. Those that fail fall prone in a fit of deadly laughter. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. This joke has no effect on undead or constructs. The jester performs an ancient, nihilistic joke of necromantic power. The jester has advantage on saving throws against any effect that turns undead. Death saving throws made within 60 feet of the jester have disadvantage. 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. 1/day each: delayed blast fireball, finger of death, mislead, seeming. ![]() At will: disguise self, grease, inflict wounds, magic mouth, misty step.It can innately cast the following spells requiring no components: The jester’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Languages Abyssal, Celestial, Common, Gnomish, telepathy 60 ft. Senses darkvision 60 ft., passive Perception 17 Skills Acrobatics +10, Deception +9, Perception +7, Performance +9, Sleight of Hand +10, Stealth +10ĭamage Immunities necrotic, poison bludgeoning, piercing, and slashing from nonmagical weaponsĬondition Immunities charmed, exhaustion, frightened, paralyzed, poisoned 5e SRD > Creatures > Grim Jester (Open Design)
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