Medium Celestial, Chaotic Neutral
Armor Class 18 natural armor
Hit Points 72 (12d12)
Speed 50 ft., Walk 0 ft.
STR
12 (+1)
DEX
20 (+5)
CON
10 (+0)
INT
16 (+3)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws DEX +8, CHA +10
Damage Resistances Psychic
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Truesight 60 ft, Passive Perception 15
Languages All, Telepathy 120 ft
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

The Joy Of Laughter. At the end of the turn of every creature charmed by the comic's touch of laughter, the comic regains 1d6 hit points.

Unending Mirth. The comic has disadvantage on saving throws against being charmed, which supersedes the comic's magic resistance.

Magic Resistance. The comic has advantage on saving throws against spells and other magical effects.

Mask of Comedy. Should a comic be killed, it bursts into rays of light and echoing laughter, leaving no body, but dropping its mask. All creatures within 30 feet that can hear the comic when it dies must succeed on a DC 19 Wisdom saving throw or take 16 (4d8) psychic damage or half that on a success. A creature that attunes to the dead comic's mask gains the ability to use the blessing of the comic ability once per long rest.

Superior Invisibility. As a bonus action, the comic can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the comic wears or carries is invisible with it.

Innate Spellcasting. The comic’s innate spellcasting ability is Charisma (Spell Save DC 19 +11 to hit with spell attacks). It can innately cast the following spells requiring no material components.

At Will. charm person, dream, guidance, major image, polymorph, telekinesis

1/day. Power Word Stun

Actions

Touch of Laughter. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 19 (3d8 + 5) psychic damage and the target must succeed on a DC 19 Charisma saving throw or become charmed for 1 minute. While charmed in this way, a creature is wracked with unstoppable laughter and is incapacitated. At the start of each of the target's turns, it may remake the save, ending the effect on a success. The target is immune to this effect for 24 hours after succeeding on the saving throw.

Etherealness. The comic enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Possession (Recharge 6). One humanoid that the comic can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the comic; the comic then disappears, and the target is incapacitated and loses control of its body. The comic now controls the body but doesn't deprive the target of awareness. The comic can't be targeted by any attack, spell, or other effect, except ones that turn celestials, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the comic ends it as a bonus action, or the comic is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the comic reappears in an unoccupied space within 5 feet of the body. The target is immune to this comic's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Blessing of the Comic. The comic confers its blessing on a target it can see within 60 feet, who gains a +5 bonus to their Charisma score, to a maximum of 20. At any time the comic may use this action again to either remove the blessing or transfer it to another creature. Only one creature may have this blessing at a time.

Reactions

Quick Wit. When the comic is missed by a melee attack, it may use its reaction to immediately attack the attacker with its touch of laughter, if the target is with range.

Description

One of the nine muses, comics are celestial spirits of comedy, representing the art of invoking laughter and causing mirth. Comics often bless their favorite comedians with increased charisma. While generally good-natured, some comics find joy in more unpleasant forms of comedy, and if there's no other good fun around, may cause accidents and bring chaos just to have something and someone to laugh at.

Habitat: ForestUrban

HudsonPhoenix

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