Medium Or Small Humanoid, Chaotic Evil
Armor Class 18 (plate)
Hit Points 97 (15d8 + 30)
Speed 30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws STR +6, CON +4
Skills Athletics +6, Performance +4, Religion +2
Damage Resistances Poison, Psychic
Condition Immunities Poisoned
Senses Passive Perception 10
Languages Common, Gobbledygook
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Life’s A Laugh. The paladin has advantage on saving throws against being frightened.
Comedic Smite. The paladin’s melee weapon attacks do an additional 1d6 psychic damage (included in the attack).

Actions

Multiattack. The paladin makes two melee attacks.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 3 (1d6) psychic damage.

Reactions

Unmotivational Speaker. The paladin can utter a mocking or derisive comment whenever a creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature must subtract a d4 from its roll, provided it can hear and understand the paladin.

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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