Medium Undead, Chaotic Evil
Armor Class 15 Tattered Uniform, Reactive Flesh
Hit Points 72 (8d8 + 40)
Speed
STR
12 (+1)
DEX
16 (+3)
CON
18 (+4)
INT
8 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws CON +6, WIS +4
Skills Deception +2, Insight +4, Performance +2
Damage Resistances Necrotic, Psychic, Thunder
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60ft, Passive Perception 14
Languages Mute
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

  • Silent Mockery: Chuckles cannot speak. Instead of verbal taunts, his body convulses with unnatural gestures and twitching mimicry. Any ability that would normally require speech is replaced with physical or psychic manifestations. He is immune to effects requiring verbal components or speech.
  • Volatile Laughter: When Chuckles takes damage, roll a d6. On a 5–6, his body emits a burst of psychic static—distorted laughter heard only in the minds of nearby creatures. All creatures within 10 ft must make a DC 14 Intelligence save or take 1d6 psychic damage and lose concentration.
  • Unstable Form: When Chuckles is hit by a melee attack, roll a d4. On a 1, his body contorts violently, and the attacker takes 1d4 thunder damage.
  • Undead Fortitude: When reduced to 0 HP, Chuckles makes a DC (5 + damage taken) Constitution save. On success, he drops to 1 HP instead. Cannot trigger if damage is radiant or a critical hit.

 

Actions

  • Laughing Mallet: Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
    Hit: 2d6 bludgeoning + 1d4 psychic. Target must succeed on a DC 13 Wisdom save or be unable to take reactions until the end of its next turn. The “laughter” is a psychic echo triggered by Chuckles’ twitching grin and spasmodic movements.
  • Echo Slam (Recharge 5–6): Chuckles slams the ground, releasing a burst of psychic noise. All creatures within 15 ft must make a DC 14 Constitution save or take 3d6 thunder damage and be deafened for 1 minute (save ends early). The sound is not vocal—it’s a psychic shockwave mimicking laughter.
  • Grin Splitter: Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
    Hit: 2d8 slashing damage. If the target is frightened, this attack deals an additional 1d8 psychic damage. Chuckles’ grin stretches unnaturally during the strike, triggering a fear response.

 

Bonus Actions

  • Flicker Step: Chuckles teleports up to 20 ft to a space he can see. If he appears adjacent to a creature, he may immediately make a Laughing Mallet attack. The teleport is silent, accompanied only by a brief distortion in the air.
  • Mocking Pulse: Chuckles emits a pulse of psychic mimicry. One creature within 30 ft that can see him must succeed on a DC 14 Charisma save or be frightened until the end of its next turn. The effect is visual—his body mimics the target’s posture in a grotesque, twitching parody.

 

Reactions

  • Echo Reversal: When Chuckles is targeted by a spell, he may use his reaction to distort the air around him with psychic mimicry. The caster must succeed on a DC 14 Charisma save or the spell fizzles, overwhelmed by the silent feedback loop.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A second pair of glowing eyes steps forward from the shadowy corridor, His body twitches with phantom recoil, his head jerks as if tracking invisible aircraft, and his grin is carved wide across a skull that once laughed at death. His silence is not calm, it’s pressure. A buildup of static and instinct, ready to burst. He doesn’t speak, but his movements scream. His mallet, forged from the remains of a bomber’s control yoke, swings like a top gunner turret locked in a loop. 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

JaxD221

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