Special Trait Name. Enter the description for your special trait.
Innate Spellcasting. The [Chaos Harlequin] is a #-level spellcaster. Its spellcasting ability is charisma [18] (spell save DC 16 +4 to hit with spell attacks). The [Chaos Harlequin] has following spells prepared:
Cantrips (at will): [Mage Hand], [Minor illusion]
3/day: [Mirror Image], [Hideous Laughter], [Nathair’s Mischief]
1/day:[Greater Invisibility],[confusion]
Evasion. If the Chaos Harlequin is subjected to an effect that allows it to make a Dexterity saving throw to take half damage on a success, it instead takes no damage on a success and half damage on a failure.
Uncanny Dodge. When an attacker the Chaos Harlequin can see hits it with an attack, it can use its reaction to halve the attack's damage against it.
Multiattack. The Chaos Harlequin makes two attacks with its Dancing Blades.
Dancing Blades. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 5) slashing damage. If the target is a creature, it must make a DC 16 Wisdom saving throw or become Charmed by the Chaos Harlequin for 1 minute. The Charmed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target takes damage, it can repeat the saving throw to end the effect.
Confounding Jest. The Chaos Harlequin unleashes a chaotic jest, targeting a creature it can see within 60 feet. The target must make a DC 16 Wisdom saving throw or be affected by one of the following random effects determined by rolling a d4:
- 1-2: The target becomes Blinded until the end of its next turn.
- 3: The target falls Prone and must use half its movement to stand up on its next turn.
- 4: The target becomes Confused (as per the Confusion spell) until the end of its next turn.
Enter the description for how bonus actions work for your monster here.
Vanishing Act. When the Chaos Harlequin is hit by an attack that deals damage, it can use its reaction to magically disappear, becoming invisible until the start of its next turn. The attacker must make a DC 16 Intelligence saving throw or forget the Chaos Harlequin's presence, losing track of it for the duration of the invisibility.
Legendary Actions
The Chaos Harlequin 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. The Chaos Harlequin regains spent legendary actions at the start of its turn.
Jester's Laughter. The Chaos Harlequin uses Tasha's Hideous Laughter.
Confounding Blink. The Chaos Harlequin uses its Mirror Image spell.
Prankster's Retreat. The Chaos Harlequin moves up to half its movement speed without provoking opportunity attacks.
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 20 (losing initiative ties), the [Chaos Harlequin] takes a lair action to cause one of the following effects; the [Chaos Harlequin] can’t use the same effect two rounds in a row:
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Lair Action 1: Confounding Illusions. The Chaos Harlequin can create illusory duplicates of itself within its lair. It can choose up to three different locations within the lair where these duplicates appear. Each duplicate has an illusory form that mimics the Chaos Harlequin's appearance. These duplicates act independently, and creatures within the lair must succeed on a DC 16 Intelligence saving throw or be Confused until the end of their next turn. A successful save negates this effect.
Lair Action 2: Trickster's Gambit. The Chaos Harlequin can manipulate the terrain within its lair. It can choose a 20-foot square within the lair, causing the ground to become slick with invisible grease. Creatures entering or starting their turn in this area must succeed on a DC 16 Dexterity saving throw or fall Prone. Additionally, the Chaos Harlequin can create illusory walls and obstacles that last until the end of its next turn, providing partial cover to creatures behind them.
Lair Action 3: Disorienting Laughter. The Chaos Harlequin fills the lair with disorienting and maddening laughter. Each creature within the lair must make a DC 16 Wisdom saving throw or be Charmed by the Chaos Harlequin until the end of its next turn. A successful save negates this effect.
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