Amorphous. Comedy can move through a space as narrow as 3 inch thin and 12 inches tall (or vice versa) without squeezing.
Spider Climb. Comedy can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sneak Attack. Comedy deals an additional 3d6 Sneak Attack damage.
(Mask) Regeneration. Comedy regains 5 hp at the start of its turn.
Spirit of Unknowing. When Comedy is reduced to 0 hit points, if the 4 Jigsaw pieces are not connected, it instead reforms around the nearest comedy mask on the current plane of existence with 1 hit point. Otherwise, Comedy's essence is scattered across the planes.
Jigsaw. Comedy's consciousness is as fragmented and amorphous as its body. Its capabilities change as more or less of the 4 Jigsaw pieces that bind Comedy are placed within its central form. Each Jigsaw contributes 100 hit points to its maximum hp, which is tied to each individual piece and regenerates at a pace of 10 HP per day. Damage is taken off from the hit points of the most recent Jigsaw inserted. In addition, whenever Comedy takes force, thunder, damage from a weapon, or damage from a ranged or melee attack spell, or damage from a spell with an area of effect of a line, roll a d100 and add a +10 for every 20 damage dealt. If the total is equal to or higher than the Difficulty Value, which is 100 minus 10 per Jigsaw piece embedded in Comedy, the most recent piece is pushed out of Comedy and lands in a space within 5 feet of it. It loses the associated hit points and abilities.
(Halfling Piece) Shadowcloak. While in darkness or dim light, Comedy becomes invisible until the end of her next turn if she does not move on her turn. In addition, she gains proficiency in Thieves' Tools.
(Tiefling Piece) Innate Spellcasting. Comedy's innate spellcasting ability is charisma (spell save DC 17, +9 to hit). She can innately cast the following spells, requiring no material components:
At will: Tasha's Hideous Laughter, Detect Thoughts, Hold Person
1/day each: Confusion, Fear, Hypnotic Pattern
In addition, she gains proficiency in Arcana.
(Orc Piece) Brutal Criticals. When Comedy scores a critical hit against an enemy, he may add an additional 2 of the weapon dice to the damage. In addition, he gains proficiency in Intimidation
(Elf Piece) Elvish Agility. Comedy's speed increases by 10 feet, and his sneak attack increases by 1d6 damage. In addition, he gains proficiency in Nature.
Multiattack. Comedy makes a Rapier and a Stiletto Attack
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 4) piercing damage.
Stiletto. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d4 + 4) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., 1 target. Hit: 8 (1d6 + 4) piercing damage.
Ringleader. When Comedy makes an attack, it can instead command a creature affiliated with The Troupe to move. A Troupe member that can see or hear Comedy spends its reaction, and moves up to its speed without provoking opportunity attacks.
....Timing (Recharge 6). Each creature that can hear Comedy within 90 feet of it must make a DC 17 Wisdom saving throw. On a failure, the creature is charmed, and considered affected by the Tasha's Hideous Laughter spell, except it doesn't make a saving throw at the end of its turn, and an ally can spend an action to shake the creature out of it. The creature is no longer charmed when the effect ends.
Parry. When Comedy is hit by a melee weapon attack, it adds +3 ac against the triggering attack.
Comedy has three legendary actions, which he regains at the start of his turn.
Bladedance. Comedy makes an attack or object interaction
Description
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