Close-Up Magic. Whenever the wizard casts a spell of 1st-level or higher on its turn, it can spend a bonus action to target a creature it can see within 60 feet of itself with a befuddling magic trick. The target must succeed on a DC 13 Charisma saving throw or take 2 (1d4) psychic damage per level of the spell slot used to cast the spell, and become incapacitated until the end of its next turn.
Life’s A Laugh. The wizard has advantage on saving throws against being frightened.
Spellcasting. The wizard is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The wizard has the following wizard spells prepared:
Cantrips (at will): dancing lights, mischievous mobility*, prestidigitation, shocking grasp
1st-level (4 slots): everblobbling gobhopper*, mage armor, pinball punisher*, shield
2nd-level (3 slots): balloon ride*, enlarge/reduce
3rd-level (3 slots): counterspell, fly, stinking cloud
4th-level (3 slots): confusion, phantasmal killer
5th-level (1 slot): animate objects
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Stinky Finger Gun. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage.
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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