Gargantuan Dragon, Chaotic Neutral
Armor Class 22 Natural Armor
Hit Points 676 (32d20 + 330)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
20 (+5)
CON
28 (+9)
INT
24 (+7)
WIS
20 (+5)
CHA
30 (+10)
Saving Throws DEX +14, CON +18, WIS +14, CHA +19
Skills Deception +19, Insight +14, Perception +14, Performance +19, Persuasion +19, Stealth +14
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Truesight 120 ft., Passive Perception 24
Languages All Telekinesis 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If Carol fails a saving throw, she can choose to succeed instead.

Shapechanger. Carol can use a bonus action to polymorph into a humanoid form (typically a flamboyant knight with jester-like attire) or back into her true dragon form. Her statistics are the same in each form. Any equipment she is wearing or carrying is absorbed or appears in the new form.

Immutable Form (Humanoid/Dragon Form). Carol is immune to any spell or effect that would alter her form. This applies to both her humanoid form and dragon form.

Telekinesis. Carol can manipulate objects and creatures with her mind. This ability also allows her to understand and speak all languages, bypassing normal linguistic barriers. As an action, she can exert her will on one object or creature within 120 feet that isn't being worn or carried by an unwilling creature. She can move an object or creature weighing up to 1,000 pounds up to 30 feet in any direction.

Actions

Multiattack. Carol can make three attacks: one with her Bite and two with her Claws, or three with her Psychic Lash.

  1. Bite (Dragon Form Only). Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 9) piercing damage plus 13 (2d12) psychic damage.
  1. Claw (Dragon Form Only). Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 9) slashing damage plus 13 (2d12) psychic damage.
  1. Psychic Lash (Humanoid Form Only). Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 23 (3d8 + 10) psychic damage.
  1. Breath Weapon (Recharge 5-6). Carol exhales a burst of chaotic psychic energy in a 90-foot cone. Each creature in that area must make a DC 26 Intelligence saving throw, taking 88 (16d10) psychic damage on a failed save, or half as much damage on a successful one.
  1. Alluring Presence. Each creature of Carol's choice that is within 120 feet of her and aware of her must succeed on a DC 27 Wisdom saving throw or become charmed by her for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Carol's Alluring Presence for the next 24 hours.
Bonus Actions

Shapechanger. Carol can use a bonus action to polymorph into a humanoid form (typically a flamboyant knight with jester-like attire) or back into her true dragon form. Her statistics are the same in each form. Any equipment she is wearing or carrying is absorbed or appears in the new form.

Legendary Actions

Legendary Actions (Dragon Form Only)

Carol can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Carol regains spent legendary actions at the start of her turn.

Move. Carol moves up to half her speed.

Bite (Costs 1 Action). Carol makes one Bite attack.

Cartoon Dodge (Costs 2 Actions). Until the end of her next turn, Carol's AC increases by 5, and she has advantage on Dexterity saving throws.

Mind Warp (Costs 3 Actions). Carol targets one creature she can see within 60 feet. The target must succeed on a DC 27 Intelligence saving throw or become confused (as per the confusion spell) until the end of its next turn.

Summon Pawn (Costs 1 Action). Carol throws a pawn piece. A Animated Armor appears in an unoccupied space within 30 feet of her and acts on her turn. It obeys her telepathic commands. Only one Animated Armor can be summoned by this action at a time.

Summon Rook (Costs 2 Actions). Carol throws a rook piece. A Stone Golem appears in an unoccupied space within 30 feet of her and acts on her turn. It obeys her telepathic commands. Only one Stone Golem can be summoned by this action at a time.

Summon Knight (Costs 2 Actions). Carol throws a knight piece. A Death Knight appears in an unoccupied space within 30 feet of her and acts on her turn. It obeys her telepathic commands. Only one Death Knight can be summoned by this action at a time.

Summon Bishop (Costs 3 Actions). Carol throws a bishop piece. A Githyanki Gish (or a more powerful equivalent psionic/spellcaster) appears in an unoccupied space within 30 feet of her and acts on her turn. It obeys her telepathic commands. Only one Githyanki Gish can be summoned by this action at a time.

Summon Queen (Costs 3 Actions). Carol throws a queen piece. An Adult Red Dragon appears in an unoccupied space within 30 feet of her and acts on her turn. It obeys her telepathic commands. Only one Adult Red Dragon can be summoned by this action at a time.

Chess Piece Statblocks (Summoned by Carol)

Pawn: Animated Armor

 * Medium construct, unaligned

 * Armor Class 18 (Plate)

 * Hit Points 33 (6d8 + 6)

 * Speed 25 ft.

| STR | DEX | CON | INT | WIS | CHA |

|---|---|---|---|---|---|

| 14 (+2) | 11 (+0) | 13 (+1) | 1 (-5) | 3 (-4) | 1 (-5) |

 * Damage Immunities poison, psychic

 * Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

 * Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 6

 * Languages —

 * Challenge 1 (200 XP)

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

 * Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Rook: Stone Golem

 * Large construct, unaligned

 * Armor Class 17 (Natural Armor)

 * Hit Points 178 (17d10 + 85)

 * Speed 30 ft.

| STR | DEX | CON | INT | WIS | CHA |

|---|---|---|---|---|---|

| 22 (+6) | 9 (-1) | 20 (+5) | 2 (-4) | 11 (+0) | 1 (-5) |

 * Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

 * Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

 * Senses Darkvision 120 ft., Passive Perception 10

 * Languages understands the languages of its creator but can't speak

 * Challenge 10 (5,900 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

 * Multiattack. The golem makes two slam attacks.

 * Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

 * Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target's speed is halved for 1 minute, it can't use reactions, and it can use either an action or a bonus action on its turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Knight: Death Knight

 * Medium undead, chaotic evil

 * Armor Class 20 (Plate, Shield)

 * Hit Points 180 (19d8 + 95)

 * Speed 30 ft.

| STR | DEX | CON | INT | WIS | CHA |

|---|---|---|---|---|---|

| 20 (+5) | 12 (+1) | 20 (+5) | 16 (+3) | 14 (+2) | 18 (+4) |

 * Saving Throws Dex +7, Wis +8, Cha +10

 * Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

 * Damage Immunities poison

 * Condition Immunities exhausted, frightened, poisoned

 * Senses Darkvision 120 ft., Passive Perception 12

 * Languages Abyssal, Common, Infernal

 * Challenge 17 (18,000 XP)

Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.

Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against any effect that turns undead.

Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:

Cantrips (at will): chill touch, toll the dead (from Xanathar's Guide to Everything)

1st level (4 slots): command, compelled duel, searing smite

2nd level (3 slots): branding smite, find steed

3rd level (3 slots): blinding smite, dispel magic, elemental weapon

4th level (3 slots): banishment, staggering smite

5th level (2 slots): destructive wave (necrotic), raise dead

Actions

 * Multiattack. The death knight makes three melee attacks.

 * Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.

 * Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Reactions

 * Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.

Bishop: Githyanki Gish

 * Medium humanoid (gith), lawful evil

 * Armor Class 16 (Breastplate)

 * Hit Points 105 (14d8 + 42)

 * Speed 30 ft.

| STR | DEX | CON | INT | WIS | CHA |

|---|---|---|---|---|---|

| 15 (+2) | 14 (+2) | 16 (+3) | 16 (+3) | 15 (+2) | 15 (+2) |

 * Saving Throws Int +6, Wis +5

 * Skills Arcana +6, Insight +5

 * Senses Passive Perception 12

 * Languages Gith, telepathy 60 ft.

 * Challenge 8 (3,900 XP)

Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: jump, misty step, nondetection (self only)

1/day each: plane shift, telekinesis

Actions

 * Multiattack. The gish makes two longsword attacks.

 * Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

 * Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

 * Psionic Strike (Recharge 5-6). The gish makes one weapon attack. If the attack hits, it deals an extra 4d8 psychic damage.

Queen: Adult Red Dragon

 * Huge dragon, chaotic evil

 * Armor Class 19 (Natural Armor)

 * Hit Points 256 (19d12 + 133)

 * Speed 40 ft., climb 40 ft., fly 80 ft.

| STR | DEX | CON | INT | WIS | CHA |

|---|---|---|---|---|---|

| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) |

 * Saving Throws Dex +6, Con +13, Wis +7, Cha +11

 * Skills Perception +13, Stealth +6

 * Damage Immunities fire

 * Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23

 * Languages Common, Draconic

 * Challenge 17 (18,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

 * Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

 * Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

 * Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

 * Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

 * Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

 * Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Portable Domain (Lair Actions and Regional Effects)

Carol's domain expands around her, a bubble of toon-infused reality that she can unleash anywhere. The domain has a radius of 1 mile, centered on Carol, and she can activate its effects as if they were lair actions. She can choose to activate one effect at the start of each of her turns (no action required), and she can choose whether or not to include herself in the effect.

Mythic Actions

Mystic Actions (Humanoid Form)

Carol has 3 Mystic Actions. She can take only one mystic action option per turn and can't take the same mystic action option more than once per round. She regains spent mystic actions at the start of her turn.

Ability Score Shuffle (Costs 1 Mystic Action). Carol targets one creature she can see within 60 feet. She chooses two of that creature's ability scores and permanently swaps their values. For example, a creature with 18 Strength and 10 Dexterity would become 10 Strength and 18 Dexterity. This effect can be reversed only by a wish spell, divine intervention, or by Carol herself using this action on the same creature.

Subclass Switch (Costs 2 Mystic Actions). Carol targets one creature she can see within 60 feet. That creature's current subclass (e.g., Fighter: Battle Master, Rogue: Thief, Wizard: Evocation) is permanently replaced by a randomly determined subclass from its class list. If the creature does not have a subclass, it gains one. This effect can be reversed only by a wish spell, divine intervention, or by Carol herself using this action on the same creature.

Toon DNA Alteration (Costs 3 Mystic Actions). Carol targets one creature she can see within 60 feet. That creature must make a DC 27 Constitution saving throw. On a failed save, the creature's physical form is comically altered, reducing its speed to 10 feet and imposing disadvantage on all attack rolls and ability checks for 1 minute. During this time, the creature gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, but vulnerability to psychic damage. On a successful save, the creature is unaffected.

Description

Lore: Carol the Jester Knight, the Ancient Clown Dragon

Carol, known in her scaled form as the Ancient Clown Dragon, is a creature of whimsical chaos and profound, yet often unsettling, merriment. Unlike the rigid alignments of most dragons – the avaricious reds, the stoic golds, or the deceptive greens – Carol embodies the very essence of Chaotic Neutral, a living embodiment of the absurd and the unexpected. Her existence itself is a testament to the multiverse's capacity for the truly bizarre.

Origins: A Spark of the Unthinkable

The exact origins of Carol are shrouded in myth and conflicting jests. Some scholars theorize she might have been a dragon touched by the raw, unfettered chaos of the Feywild, perhaps during a cosmic conjunction where the boundaries between planes thinned. Another popular, albeit unsettling, theory posits that she is a rare, perhaps singular, offspring of a union between a powerful dragon and a being from the Far Realm. This latter theory gains credence from her psychic abilities and her capacity to twist reality in ways that defy the natural laws of the Material Plane, much like the subtle, maddening influence of aberrations from beyond. This Far Realm connection, if true, would explain her immunity to typical banishment and reality-altering magic, as her very existence is "anchored" to a different set of rules.

She holds no fealty to Bahamut, the Platinum Dragon, nor to Tiamat, the Dragon Queen. She sees both as too rigid, too predictable in their endless conflict. Carol's "divinity" lies in the sheer unpredictable joy of existence, and the inherent humor in the cosmic joke of reality.

The Clown Dragon's Hoard: Laughter, Memories, and the Fabric of Fun

While other dragons hoard gold, jewels, and magical artifacts, Carol's hoard is far more esoteric and personal. She collects laughter, forgotten memories of joy, whimsical inventions, and the very threads of "fun". Her lair, or rather, her Portable Domain, is not a fixed cave but a pocket of reality she can unfold anywhere. Within it, the fabric of the multiverse is thinned, allowing her toon-level powers to manifest with greater ease. Her domain is adorned not with gems, but with shimmering echoes of chuckles, glimmers of shared smiles, and perhaps even the ghostly forms of pranks pulled eons ago.

These "hoarded" aspects of merriment are not merely collected; they fuel her abilities. The more joy and playful chaos she experiences or induces, the stronger her psychic powers and her reality-altering "Toon Force" become. Conversely, places devoid of humor or choked by oppressive gloom feel strangely draining to her, which is why she rarely lingers in such locales.

Carol the Jester Knight: The Humanoid Facade

Carol’s preference for her humanoid form, "Carol the Jester Knight," is more than a simple disguise; it is an expression of her core being. In this form, she revels in direct interaction, finding immense amusement in the intricacies and absurdities of mortal society. She enjoys performing, not just for an audience, but for the sheer delight of the act itself. Her "Alluring Presence" isn't a malicious charm, but a genuine desire to draw others into her whimsical world, to share a laugh, or perhaps, to witness a delightful bit of chaos.

She is particularly fascinated by knights, not for their chivalry or martial prowess, but for the inherent theatricality of their rigid codes and dramatic quests. The "jester" part of her name speaks to her true nature – the trickster, the chaotic element that unravels expectations. She might appear as a paragon of knightly virtue one moment, only to pull a ridiculous prank or swap someone's entire personality the next.

Toon Force and Reality Manipulation

Carol's "Toon Force" powers are directly linked to her unique perception of reality. To her, the multiverse isn't bound by strict physical laws; it's a grand, ever-evolving story, and she's a principal character who can influence the narrative. Her ability to switch people's ability scores, alter their subclasses, or even their "DNA" (in a purely comical, temporary sense) isn't just magic; it's her literally editing the script of existence for a moment of dramatic flair or a particularly amusing punchline. These are not permanent, malicious alterations, but rather cosmic pranks designed to elicit unexpected reactions and chaos. Only a true "wish" or divine intervention can undo such a fundamental change, as it requires a force equally capable of rewriting the rules.

Her psychic breath and telekinesis are extensions of this mind-over-matter philosophy. If she can imagine it, she can, to a degree, make it so. Her ability to bypass language barriers is not just mind-reading, but a telepathic connection that literally translates concepts and intentions, ensuring no jest is lost in translation.

Her Purpose: The Grand Cosmic Performance

Carol has no grand, malevolent schemes of conquest or world domination. Her "goal" is the perpetuation of the Great Jest. She wanders the multiverse, seeking out places where life has become too serious, too predictable, or too stifling. She views herself as an agent of cosmic levity, injecting chaos and laughter where it is most needed, or where it would be most amusing.

Her Summon Chess Pieces legendary actions are a metaphor for her playfulness. She sees life as a grand game, and she's not above bringing her own pieces to the board to spice things up. The fact that the Queen is an Adult Red Dragon is her ultimate "joke" – taking the most powerful, often terrifying symbol of draconic might and making it merely a pawn in her grand, chaotic game.

Carol is not evil, but her methods can be disruptive and even dangerous to those who cling too tightly to order and predictable outcomes. She may offer aid to those she finds genuinely amusing or who embrace the absurdity of her presence, but woe betide the humorless tyrant or the pompous hero who takes themselves too seriously in her presence. For Carol the Jester Knight, the greatest tragedy in the multiverse is a lack of laughter.

Lair and Lair Actions

Portable Domain Effects:

Looney Landscapes. Surfaces within the domain become comically bouncy or slippery. All creatures moving through the domain must succeed on a DC 18 Dexterity (Acrobatics) check or fall prone at the end of their movement. Alternatively, Carol can choose for areas to become sticky, reducing movement by half.

Gravity's Gag. Carol can briefly alter the local gravity within a 30-foot radius within her domain. Creatures in the area must succeed on a DC 18 Strength saving throw or be launched 20 feet into the air and take 3d6 bludgeoning damage upon landing. Alternatively, she can make an area feel incredibly heavy, imposing disadvantage on Strength-based checks and attack rolls.

Anvil Drop. A cartoonish anvil or other heavy, inconvenient object appears 60 feet above a spot Carol chooses within her domain and falls, striking the ground. Each creature in a 10-foot radius must make a DC 18 Dexterity saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one.

Whimsical Winds. Strange, colorful winds blow through the domain. These winds can push or pull creatures, extinguish non-magical flames, or cause small objects to harmlessly float about. Carol can choose to apply a strong gust, forcing creatures to make a DC 18 Strength saving throw or be pushed 15 feet in a direction of her choice.

Regional Effects within the Portable Domain:

The region within Carol's portable domain is warped by her chaotic presence.

Exaggerated Emotions. Creatures within the domain find their emotions intensified. Joy becomes euphoria, sadness becomes despair, and anger becomes rage. This grants advantage on Charisma (Performance) and (Intimidation) checks but disadvantage on Wisdom (Insight) and (Perception) checks.

Cartoon Physics. Minor injuries heal rapidly, and minor inconveniences become exaggerated. Fall damage is often non-lethal (e.g., leaving a cartoon outline in the ground rather than serious injury). Items dropped often spring back up or behave in unexpected ways.

Sound Effects. Comical sound effects (boings, splats, slide whistles) spontaneously occur, sometimes in response to actions within the domain. These effects are harmless but can be distracting, imposing disadvantage on Wisdom (Perception) checks made to hear subtle sounds.

Reality Twists. Occasionally, objects or even small features of the landscape might temporarily change color, material, or even animate in a whimsical fashion (e.g., a tree might briefly sprout candy, or a rock might appear to wink). These changes are usually harmless and revert quickly.

Previous Versions

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