Medium Humanoid, Chaotic Evil
Armor Class 16 Studded Leather
Hit Points 85 (9d10 + 36)
Speed 45 ft.
STR
15 (+2)
DEX
17 (+3)
CON
19 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
18 (+4)
Damage Resistances Acid, Fire
Damage Immunities Cold
Condition Immunities Charmed, Frightened
Senses Truesight, Passive Perception 14
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Pack instinct. The Clown prefers to hunt in packs. The Clown has advantage on attack rolls when the target is near another Clown.

Spellcasting. The Chilling Chuckle spellcasting ability is Charisma (spell save DC13, +4 to hit with spell attacks). The Chilling Chuckle has the following  spells prepared:
Cantrips (at will): Chill Touch, Ray of Frost , Vicious Mockery , Poison Spray
1st level : Ice Knife , Rime's Binding Ice 

Actions

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

1-2 The Chilling Chuckle throws 2 cream pies on a hit adds (1d4) cold damage per pie.

3-4 The Chilling Chuckle throws 2 apple pies on a hit adds (1d4) fire damage per pie.

5-6 The Chilling Chuckle throws 2 Lemon pies on a hit adds (1d4) (citric) acid damage per pie.

7-8 Chilling Chuckle makes two Squeeky Hammer attacks.

9-10 Chilling Chuckle casts 1 spell and 1 cantrip at two different targets

Squeeky hammer Attack. Melee Weapon Attack: +7 to hit, reach 10 ft. ,one target. Hit: 10 (1d10 + 5) [Bludgeoning] damage. 

Cream Pie . RangedWeapon Attack: +7 to hit, range 5/400 ft., one target. Hit: 9 (1d8 + 5) [Bludgeoning] damage plus (1d4) damage on a hit of the type of pie thrown (cold,fire or acid)

Bonus Actions

The Hand Buzzer .If a creature is within 5ft they must roll a Wisdom saving throw (DC 14), on a fail they must shake hands with Chilling chuckle taking : 14 (2d10+4) lightning damage from his hidden buzzer. Success on a saving throw makes Chilling Chuckle miss and he must roll a 5-6 (d6) at the start of his next turn to recharge.

 

Reactions

Chuckle Time. The Clown can tell one of its repertoire of Jokes. Any creatures with INT>6 within 30 ft of the Clown must make a Wisdom saving throw (DC 13). If they fail, they start giggling and are incapacitated. They can retry the saving throw at the end of their turns.

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

Chilling Chuckle was a human now possessed by a Frost Demon, causing misery for others but laughter for him.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
10/22/2024 9:09:44 PM
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Coming Soon
10/22/2024 9:51:45 PM
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