Medium Humanoid (Paladin)
Armor Class 21 Plate, Shield
Hit Points 117 (9d10 + 27)
Speed 30 ft., Climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws WIS +4, CHA +7
Damage Resistances Necrotic, Radiant
Condition Immunities Frightened
Senses Darkvision 60ft, Passive Perception 11
Languages Abyssal, Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits
Divine Smite

When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).

Aura of Protection

While you are conscious, you grant all friendly creatures (including you) within 10 ft. a +4 bonus to all saving throws.

Aura of Hate

You grant yourself and any fiends or undead within 10 ft. a +4 bonus to melee weapon damage rolls.

Crusher

Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Spellcasting. The [Jester] is a 9th-level spellcaster. Its spellcasting ability is [charisma] (spell save DC 16, +8 to hit with spell attacks). The [Jester] has following [paladin] spells prepared: 
1st level (4 slots): Inflict Wounds, Hellish Rebuke

2nd level (3 slots) Crown of Madness, Darkness

3rd level (2 slots) Animate Dead, Bestow Curse

Actions

Chains of Hate. As an action, the jester may release black semicoporeal chains into the chests of every enemy within 15 feet. While conneted to these chains, the enemys speed is halved and they take 4d6 of necrotic damage. if after 1 round, at the end of the jesters next turn anyone still connected to the chains is stunned for 1 round.

Multiattack. The Jester makes 2 hammer attacks, or a ground break attack and a hammer attack.

Ground Break 15 foot cone, Dex or strength save. (Their choice) Dc 16. If fail, knocked prone. If success, speed halved.

Hammer. +8 to hit, 1d8+10 bludgeoning damage. 

Channel Divinity

As an action, each creature of your choice that can see you within 30 ft. must make a WIS saving throw (DC 16). On failure, the target is frightened of you for 1 minute. If it moves more than 30 ft. from you, it can attempt another saving throw.

Lay on Hands Pool

You have a pool of healing power that can restore 45 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

45

 

Bonus Actions

Shield Master Shove

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 ft. of you with your shield.

Reactions
Shield Master Evasion
 
 

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Parry

If the jester gets hit by a melee weapon attack they can use their reaction to add 4 to their AC for that attack.

Legendary Actions

The Jester has 2 legendary actions per round,

Hammer Strike (Costs 1 action)  The Jester makes one hammer attack.

Parry (Costs 1 action) The jester uses parry.

Ground Break. (Costs 2 actions) The jester breaks the ground in a 30 foot long line. Dex/Strength save (their choice) Dc 16 or be knocked prone. 

Chain (Costs 3 actions) The jester uses their chains action, however this is only targeting one enemy within 15 feet and they get a con saving throw. (Dc 16)

 

 

Mythic Actions

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

Enter a general description for your monster here.

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.

Monster Tags: humanoid

JoeMama_

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