Cunning Action. On each of its turns, the rogue can use a bonus action to take the Dash, Disengage, or Hide action.
Dodgy Charmer. The rogue adds its Charisma modifier to its armor class (already included above).
Life’s A Laugh.The rogue has advantage on saving throws against being frightened.
Sneak Attack. Once per turn, the rogue deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue that isn’t incapacitated and the rogue doesn’t have disadvantage on the attack roll.
Multiattack. The rogue makes four attacks with its daggers.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Cackling Laughter. When a creature the rogue can see fails an attack roll or saving throw, the rogue deals 3 (1d6) psychic damage to that creature, as the rogue’s mocking laughter demoralizes it.
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.
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