| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +8 |
| DEX | 14 | +2 | +6 |
| CON | 16 | +3 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −4 |
| WIS | 8 | −1 | −1 |
| CHA | 10 | +0 | +0 |
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Deadly Dance. The Clown Zombie's erratic, jerky movements are a lethal performance that has "sent many monsters to their graves". Any creature that starts its turn within 5 feet of the Clown Zombie must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) slashing damage as the zombie lashes out with its jagged props.
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Reckless Offense. This creature focuses entirely on lethality over self-preservation. Attacks made against the Clown Zombie have advantage, but the zombie deals an extra 4 (1d8) damage when it hits with a melee weapon attack.
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Dark Acrobatics. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ($2d6 + 3$) piercing damage plus 3 ($1d6$) necrotic damage. If the attack hits, the Clown Zombie can immediately move up to 10 feet without provoking opportunity attacks.
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Laughter of the Grave (Recharge 5–6). The zombie emits a rasping, supernatural cackle. Each creature within 15 feet that can hear it must succeed on a DC 11 Wisdom saving throw or be Frightened until the end of its next turn.
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 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
The Clown Zombie is an erratic brawler that thrives on chaos. Unlike the Armored Zombie, which marches in a straight line, the Clown Zombie uses its Dark Acrobatics to weave through the party, spreading damage with its Deadly Dance aura.
In a group encounter, pair it with the Dragon Zombie. While the dragon dissolves the party's armor with corrosive breath, the Clown Zombie dances through the weakened lines to deliver finishing blows to the most vulnerable members.
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.
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