Medium Or Small Humanoid, Chaotic Evil
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws WIS +3, CHA +6
Skills Acrobatics +4, Deception +8, Performance +8
Damage Resistances Poison, Psychic
Condition Immunities Poisoned
Senses Passive Perception 11
Languages Common, Gobbledygook
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Cruel Prank (3/Day). As a bonus action, the bard can perform a prank on a creature it can see within 30 feet of itself. The bard makes a Charisma (Performance) check contested by a Wisdom (Insight) check from the target. If the target fails, the bard can choose to inflict one of the following conditions on it:

  • The bard uses a banana peel, ball bearings, or fishing wire to trip the target, who falls prone.
  • The bard entangles the target in colored scarves. The target becomes restrained until the end of its next turn.
  • The bard throws a pie in the target’s face, blinding the target until the end of its next turn.

Even More Vicious Mockery. The bard adds its Charisma bonus to the damage done with the vicious mockery cantrip (included in the attack).
Life’s A Laugh. The bard has advantage on saving throws against being frightened.
Spellcasting. The bard is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14). It has the following bard spells prepared:

Cantrips (at will): pie strike*, prestidigitation, vicious mockery
1st-level (4 slots): charm person, healing word, hideous laughter, sleep
2nd-level (3 slots): enthrall, invisibility, shatter
3rd-level (2 slots): bestow curse, fear

Actions

Multiattack. The bard makes two attacks with its shortsword and one with Even More Vicious Mockery.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Even More Vicious Mockery. The bard unleashes a string of insults laced with subtle enchantments at a creature it can see within 60 feet. If the target can hear the bard, it must succeed on a Wisdom saving throw or take 9 (2d4 + 4) psychic damage and have
disadvantage on the next attack roll it makes before the end of its next turn.

Description

Clowned adventurers are former adventurers who have become fully corrupted, either willingly or forcefully. Although they are infected and inextricably tied to The Revelia, the personalities of clowned adventurers are largely intact, unlike those of regular thralls. The degree to which they retain memories of their uncorrupted selves depends on the manner of their corruption. Those who seek out a schnozling to willingly infect themselves usually retain more of their personality following their corruption than those who are corrupted unwillingly. Heckna also occasionally alters the mind of a clowned adventurer who openly resisted him to ensure better compliance.

FlipKnot

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