Medium Fiend (Demon), Chaotic Evil
Armor Class 15
Hit Points 110 (20d8)
Speed 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
17 (+3)
Saving Throws WIS +3
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 14
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The demon clown's innate spellcasting ability is charisma (spell save DC14). The clown can cast the following spells, requirering no material components
At will: dissonant whispers, hideous laughter, vicious mockery, shocking grasp.

Actions

Multiattack. Roll a d10 at the start of each of the clowns turns to determine its action for that turn:

1-4. The clown uses it's shriek the makes one attack with its Spectral Hammer at the nearest target.
5-7. The clown makes two attacks with it's claws, if possible against two different targets.
8-9. The clown casts 1 spell and 1 cantrip, if possible, against two different targets.
10. The clown spends it's turn making bad jokes and laughs at it's self.

Spectral Hammer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 3) [Force] damage. And the targets must suceed on a DC 14 Strenght saving throw or be knocked prone.

Claws. MeleeWeapon Attack: +4 to hit, range 5ft., one target. Hit: 6 (1d6+ 3) [slashing] damage. And the target must Succeed on a DC 14 Constitution save or take 6 (2d4) poison damage.

Shriek.  The Clown lets out a horrible gurgling cackle in a 20-foot cone. Each creature in that area that isn't undead must succeed on a DC 14 Wisdom saving throw or become frightened. While it is frightened in this way it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Insult.  In response to being targeted by an attack (whether or not it hit or even reduced the clown to 0 hit points), the clown casts [vicious mockery] against the attacker.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Bonbon is really a spirit of the abyss. Summoned and unleashed on the world, he seeks to spread his vile and chaotic sense of humour to all it's corners.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

KableTable

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