Pack instinct. The Clown prefers to hunt in packs. The Clown has advantage on attack rolls when the target is near another Clown.
Multiattack. The Clown makes two melee attacks.
Teeth. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Wacky balloon sword (with a real blade). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Huge colorful dart. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
False Flower Spray (Recharge 5–6). The Clown sprays acid in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) acid damage on a failed save, or half as much damage on a successful one.
Giggle fit. The Clown can tell one of its repertoire of Fell Jokes. Any creatures with INT>6 within 30 ft of the Clown must make a Wisdom saving throw (DC 13). If they fail, they start giggling and are incapacitated. They can retry the saving throw at the end of their turns.
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