Speedy: Has two actions instead of one.
One Last Trick: Upon hp reaching 0, the Joker gets back up at 1 hp, and uses 'All In!'
WILD Draw (Can be used twice as an action):
Roll a d10, the outcome determines what action it does, all attacks except for 1 and 5 target one enemy. Attacks 1 and 5 can hit two enemies.
1: Royal straight flush, +10 to hit, deals 10d10 + 10 force damage. Inflict 2 negative status effects except for exhaustion. Cannot be resisted or immune.
2: Two of a kind, +2 to hit, deals 2d10 +2 of force damage, cannot be resisted or immune.
3: Three of a kind, +3 to hit, deals 3d10 + 3 force damage, cannot be resisted or immune.
4: Four of a kind, +4 to hit, deals 4d10 + 4 force damage, cannot be resisted or immune.
5: Five of a kind, deals15d10 + 15 force damage. Inflicts 3 negative status effect (Note: can only inflict up to exhaustion level 2.) cannot miss, if resisted or immune to: deal double damage.
6: Full house, +7 to hit, deals 6d10 + 7 force damage. Enemy is now stunned. Cannot be resisted or immune.
7: Flush, +8 to hit, 8d10 + 8 force damage force, inflicts blindness. cannot be resisted or immune.
8: Straight, +9 to hit, 9d10 + 9 force damage, inflicts poison. Cannot be resisted or immune.
9: Bad luck, end of the Jokers turn.
10: Worst luck, skips the Jokers turn twice, as well giving the enemy advantage on all rolls until the Joker does his turn.
'All In!': The Joker targets all enemies, and pulls five cards out his sleeve, A Five of a Kind.
He just plays an instrument, it doesn't do anything
Tough Cards: Uses his reaction to do a WILD Draw, subtract half of the damage from the WILD Draw from the damage being taken.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
(Note: I understand that four of a kind is better than a full house, and a straight is worse than a flush, but I just based this off how cool it sounded.) A human in garb similar to a Jester or a Joker. Despite his immense health, nothing else seems really off about him. Often seen with playing poker by himself, or blackjack. His garb a royal violet, a puffy hat that houses another of cards since he almost always forgets his old deck somewhere. The Joker always appears happy, even in death, with his ear-to-ear grin beaming like the sun. He gets sensitive when about his past, especially if asked about a king, queen or anything elated to that. His eyes: an unnatural yellow, his hair: a dark violet and doesn't appear to have been cut for a long time. The Joker always appears to have fun, and almost never engages in combat unless he is getting attacked. Overall, a pretty lovely dude.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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