Small Aberration, Chaotic Good
AC 16 (Natural Armor)    Initiative +4 (14)
HP 38 (6d6 + 2)
Speed 30 ft., fly 60 ft.
Mod Save
STR 8 -1 -1
DEX 18 +4 +13
CON 12 +1 +1
Mod Save
INT 21 +5 +5
WIS 12 +1 +10
CHA 18 +4 +13
Vulnerabilities Necrotic, Poison
Immunities Charmed, Frightened, Prone
Senses Passive Perception 18
Languages Understands all languages but does not speak.
CR 30 (XP 155,000; PB +9)
Traits

Heaven-Bound Existence. Jolly does not die at 0 hit points. Instead, it disperses and comes together into a small yellow sphere and cannot manifest again until a Long Rest.

Instinct Over Command. Jolly cannot be commanded, controlled, or directly targeted by command, dominate, or similar effects.

Strain. Gains strain depending on how many weapons it manifests (DM's discretion)

Actions

Nip. 

Melee Attack Attack: +8 to hit, reach 5ft., one target. Hit: 7 (2d4 + 2) radiant damage

 

Bonus Actions

Skitter. Jolly Crusade may use hide, disengage, and dash as a bonus action. 

 

Manifest Weapon. If within 10ft. of the master, Jolly Crusade may manifest a weapon of the usr's choosing that they are proficient with. The weapon manifested counts as a +1 magical weapon and deals an extra 2d6 radiant, fire, lightning, or thunder damage.

Reactions

Dodge. Roll 1d6 once per turn when Jolly Crusade is attacked, and this d6 is added to the AC to determine if the weapon hits or not

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

Enter a general description for your monster here.

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.

Val3nsox

Comments

Posts Quoted:
Reply
Clear All Quotes