| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 16 | +3 | +5 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 16 | +3 | +5 |
| CHA | 12 | +1 | +1 |
Truename Sorcery.
Knowing a creature’s true name gives the jester advantage on spell attack rolls and on spell save DCs against that creature. In addition, effects such as banishment or planar binding automatically succeed against a creature whose name the jester knows.
Stage Smoke (Recharge 4–6).
When the jester takes damage, he releases illusory smoke and swirling ribbons. He becomes lightly obscured until the start of his next turn, and the next attack roll made against him before then is made at disadvantage.
Slippery Performer.
The jester has advantage on Dexterity (Stealth) and Dexterity (Acrobatics) checks made to hide or escape a grapple.
Multiattack.
The jester makes two Trick Cane attacks. He can replace one attack with a use of Spellcasting to cast Tasha’s Hideous Laughter or Color Spray.
Trick Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 bludgeoning damage plus 1d6 psychic damage.
Spellcasting. The jester uses Charisma as his spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will: Minor Illusion, Vicious Mockery
1/Day Each: Tasha’s Hideous Laughter, Color Spray, Mirror Image
Name Snatch (Recharge 5–6).
The jester targets one creature he can see within 30 ft. The target must succeed on a DC 12 Charisma saving throw or have its name stolen until the start of the jester’s next turn. While holding a creature’s name, the jester gains a +1 bonus to AC and attack rolls, and the creature has disadvantage on Charisma checks. A creature or an ally within 10 ft. can shout the creature’s name as a bonus action, granting an immediate saving throw to end the effect.
Mocking Parry.
When a melee attack would hit the jester, he can use his reaction to make a Charisma (Performance) check contested by the attacker’s Wisdom (Insight). On a success, the attack misses as the jester twirls away behind an illusory dancer.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the jester uses one of the following effects in the big-top arena. Roll 1d4 each round.
1 – Whirling Dancers. Illusions rush through the tent. Each enemy within 10 ft. of the jester must succeed on a DC 12 Dexterity saving throw or be knocked prone.
2 – Spotlight. A beam of colored light follows a random creature the jester can see. Until initiative count 20 of the next round, attack rolls against that creature have advantage.
3 – Laughter in the Crowd. Phantom applause erupts. Each enemy within 30 ft. must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn.
4 – House of Mirrors. Mirrored panels shimmer into existence around the arena. Until initiative count 20 of the next round, the area within 15 ft. of the jester is lightly obscured and counts as difficult terrain. When a creature starts its turn in this area, it must succeed on a DC 12 Wisdom saving throw or be confused by its reflection (disadvantage on its next attack roll before the end of its turn).
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