Medium Humanoid, Chaotic Good
Armor Class 18 chest plate
Hit Points 163 (17d8)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws WIS +11, CHA +7
Damage Resistances Cold, Fire
Senses Darkvision, Passive Perception 15
Languages Common, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Divine Strike. Once per turn, add an additional 2d8 poison damage when you hit a creature with a weapon attack. 

War Caster. 

  • Advantage on Con saving throws to maintain concentration
  • Can cast spells while holding a weapon or shield.
  • Can use a reaction to cast single target spells as an attack of opportunity.

Spellcasting. Jester is a 17-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Jester has following Cleric spells prepared:
Cantrips (at will): Thamaturgy, Sacred Flame, Toll the Dead, Guidance, Mending, Spare the Dying
1st level (4 slots): Guiding Bolt, Cure Wounds, Bless, Charm Person *, Disguise Self *
2nd level (3 slots): Spiritual Weapon, Zone of Truth, Lesser Restoration, Mirror Image *, Pass Without Trace *
3rd level (3 slots): Sending, Daylight, Spirit Guardians, Incite Greed, Blink *, Dispel Magic *
4th level (3 slots): Control Water, Banishment, Dimension Door *, Polymorph *
5th level (2 slots): Insect Plague, Dawn, Dominate Person *
6th level (1 slots): Blade Barrier
7th level (1 slots): Firestorm
8th level (1 slots): Earthquake
9th level (1 slots): Mass Heal

Actions

Hand Axe. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) slashing damage. 

Blessing of the Trickster. Give a willing creature advantage on stealth check for one hour (or until you use the ability again).

Infernal Legacy. Can cast the spell Darkness without spending a spell slot once per day.

Channel Divinity (2/short rest)

Invoke Duplicity

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Cloak of Shadows

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Bonus Actions

Move Duplicates. If Jester has used Invoke Duplicity, they can use a bonus action to move any or all of the duplicates up to 30 ft. 

Reactions

Hellish Rebuke. Can cast the spell Hellish Rebuke (DC14) 1/day without spending a spell slot.

 

Description

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vortical42

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