Huge Swarm of Medium monstrosities, Any Chaotic Alignment
Armor Class 16
Hit Points 115 (12d10 + 50)
Speed 20 ft.
STR
15 (+2)
DEX
16 (+3)
CON
21 (+5)
INT
22 (+6)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws INT +10, CHA +8
Skills Deception +8, History +10, Nature +10, Perception +5, Performance +10, Religion +10
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Prone
Senses Blindsight 60 ft. (blind beyond this distance), Passive Perception 15
Languages Common and Honking Noises
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Clown Car. Clown Alley can fit inside any enclosed space, no matter how small.  If it takes the Hide action and there is an object within 10 ft that can conceal its interior, like a chest, a drawer, or even an overturned thimble, it makes its stealth check at advantage.

Aversion to Fire. If Clown Alley takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Innate Spellcasting. Clown Alley's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

At will: crown of madness, phantasmal force, Tasha's hideous laughter

3/day each: confusion, hallucinatory terrain, polymorph, fear, grease, hypnotic pattern, tidal wave, phantasmal killer

1/day: demiplane

Be a Clown. As a bonus action, Clown Alley can extrude a piece of itself at the cost of 26 hit points that assumes the appearance of one Medium or smaller clown. Clown Alley can manifest 2d6 + 1 different clowns, each one tethered to its body by a strand of slime that can extend up to 120 feet away. Clown Alley controls the clowns through the strand and, if it is severed, the clown can make a charisma saving throw to gain independent control of its own body.  On a fail, it will take the Dash action and use all movement to merge with Clown Alley again, restoring 13 hit points

Actions

Multiattack. Clown Alley makes two pseudopod attacks and uses Make 'Em Laugh.

Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (4d6 + 3) bludgeoning damage plus 6 (2d6) psychic damage.

Make 'Em Laugh. Clown Alley targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 22 (4d10) psychic damage and begin to laugh uncontrollably, falling prone and become incapacitated as their laughter is drained and Clown Alley then heals itself for half the damage dealt.  The creature's personality remains affected by the drain until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.

While drained, the target must roll a d4 and subtract the number rolled from any charisma check or spell attack roll it makes. Each time the target is drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unbearable to be around for 1 hour. The effect then ends.

Habitat: SwampUnderdarkUrban

EMTTC

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