Legendary Resistance 3/day. If Captain Spaulding fails a saving throw, he can choose to succeed instead.
Dying Burst. When the clown drops to 0 hit points, it pops like a balloon, releasing a splash of putrid, corrosive ichor. Each creature within 10 feet of the clown when it bursts must make a DC 16 Dexterity saving throw, taking 20 (6d6) acid damage on a failed save, or half as much damage on a successful one.
Squeakers. The clown wears shoes that squeak when it walks. The squeaking can be heard out to a range of 30 feet. The squeaking is silenced while the clown’s Phantasmal Form is in effect.
Multiattack. Captain Spaulding can make two Shock attacks, make two Ray Gun attacks, or make one of each. In lieu of these, he can cast a spell from the list below.
Shock. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 5) lightning damage.
Ray Gun. Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 12 (4d6) psychic damage, and if the target is a Humanoid with an Intelligence score of 3 or higher, it must make a DC 16 Wisdom saving throw. On a failed save, the target perceives everything it sees or hears as hilariously funny and is incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The clown casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
At will: fireball, forcecage, friends, hold person, mage hand, polymorph, prestidigitation
3/day each: mirror image, spider climb, finger of death, flesh to stone
Phantasmal Form (3/Day). The clown veils itself and everything it is wearing and carrying in an illusion that makes it look like some other creature of its size or smaller (such as a child) or an object small enough to fit in the clown’s space (such as a floating balloon). Maintaining this effect requires the clown’s concentration (as if concentrating on a spell), and the illusion fails to hold up to physical inspection. As an action, a creature that can see the clown’s illusory form can make a DC 15 Wisdom (Insight) check, piercing the illusion and discerning the clown’s true form on a success.
Captain Spaulding can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Captain Spaulding regains spent legendary actions at the start of its turn.
Maniacal Laughter. Captain Spaulding erupts in laughter and hurls a number of expletives. Each creature within 60 feet of the clown must succeed on a DC18 Wisdom saving throw or take 15 (2d6 + 8) psychic damage and be knocked prone.
Do What Now? (Costs 2 Actions) If Silvery Barbs is cast on Captain Spaulding, it automatically fails.
I Know You Are, But What Am I? (Costs 2 Actions) Captain Spaulding raises his middle fingers in your general direction. Any spell cast on the Space Clown is reflected back on the caster, using the caster's own modifiers against them.
Description
Space clowns are the inhabitants of a Wildspace system known as Clownspace. The humans who once inhabited the system’s three ring-shaped worlds placed their faith in a god of revelry. Their worship ceremonies were centered on festivals and frivolity. Over time, the people’s happiness hinged on the ever-increasing consumption of an elixir called Thrill Joy. Only after they became addicted did they discover that the priests of their faith had distilled the elixir from demonic ichor and the nectar of the bozo flower. Eventually, Thrill Joy transformed the faithful into fiendish creatures and “blessed” them with clown-like appearances.
Space clowns acquired their first spelljamming helms from dohwar merchants (see “Dohwar”). Subsequent visits to other Wildspace systems led to contact with a multitude of other folk. In the wake of these encounters, love and fear of clowns has spread to all corners of the multiverse, just as the space clowns have done themselves.
Marauding space clowns feed on Humanoid flesh. They travel through space in garishly decorated ships and sometimes take up residence on populated worlds, where they set up carnival tents to lure curious onlookers into their clutches. They are armed with colorfully painted ray guns that work only for them; these toys are harmless in the hands of anyone else.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Captain Spaulding takes a lair action to cause one of the following effects; Captain Spaulding can’t use the same effect two rounds in a row:
- Captain Spaulding summons Three From Hell, causing three Clown allies to fight on his behalf. They act independently of Captain Spaulding, each acting on their own initiative count.
- Captain Spaulding touches the ground causing it to freeze, making the lair difficult terrain for any creature not wearing clown shoes for one round.
- Captain Spaulding lets a magical fart rip from his bowels. An anti-magic field encases the lair for one round.
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