| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 15 | +2 | +2 |
| CHA | 17 | +3 | +9 |
Legendary Resistance (1/Day). If Happy Jack fails a saving throw, he can choose to succeed instead.
Magic Resistance. Jack has advantage on saving throws against spells and other magical effects.
Premonition. Jack always acts first in initiative.
Prodigiphage. If Jack has swallowed one of the eight kids after making a bite attack against them, he gains the following abilities based on who he ate:
Ackshie: His fanged mouth can extend from his face, granting a 15-foot reach on his bite attacks.
Briggs: His mouth stretches down to his stomach like a largemouth bass, giving disadvantages to anyone who must make Dexterity saves to not be swallowed.
Kova: Jack can cast fear once per day (spell save DC 15).
Lucy: Jack gains Lucy’s Flour Dust ability.
Mervinya: Jack can shapeshift into the form of any child the PCs have met in their past. He has innate knowledge of these children’s mannerisms and history.
Thallon: Jack gains resistance to slashing and piercing damage.
Xaolixi: Jack can cast blindness/deafness once per day (spell save DC 15)
Wenrig: Jack instantly casts dispel magic as a free action (spellcasting ability Charisma)
Multiattack. Jack makes two claw attacks, or one claw attack and one bite attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 12 (5d8 + 3) piercing damage (nonlethal if using it on a child). If the target is a Medium or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by Jack. A swallowed creature is blinded and restrained, and it has total cover against attacks and other effects from the outside.
If Jack takes 20 damage or more on a single turn from a creature inside him, he must succeed on a DC 18 Strength saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of him. If Jack dies, a swallowed creature is no longer restrained by him and can escape from the corpse by using 20 feet of movement, exiting prone.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage.
Liferipper (1/Day). Jack tears the childhood out of an adult, or he tears the adulthood out of a child (he has already torn the adulthoods out of the eight children, so they are unaffected). Everyone within 30 feet of Jack must make a DC 14 Charisma saving throw.
Failure against an adult means their child form appears next to them (use the baboon stats to represent the child, but with a number of Hit Dice equal to the character’s). Failure against a child means the adult form appears next to them (use the bandit stats to represent the adult, but with a number of Hit Dice equal to the character’s).
The aspects created with this ability are loyal to Jack and will harass, attack, or taunt all foes. They also know their respective characters’ secrets and will blurt them out.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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
Happy Jack Scaling Suggestions: CR 3: change attacks +3 to hit. Reduce save DCs to 12. Change AC to 13 and Hit Points to 101. CR 10: Change attacks to +7 to hit and increase damage by an additional damage die. Increase save DCs to 16. Change AC to 17 and Hit Points to 206. Add the following: Innate Spellcasting. Happy Jack’s innate spell casting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components: At will: charm person, Tasha’s hideous laughter 3/day each: confusion, enthrall, misty step, sug gestion 1/day each: hallucinatory terrain, Otto’s irresist ible dance Joyful Presence. Any creature that starts its turn within 60 feet of Happy Jack must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by Happy Jack for 1 minute. On a successful save, the creature becomes immune to Happy Jack’s Joyful Presence for 24 hours. Whenever Happy Jack deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. CR 14: change attacks to +8 to hit and increase dam age by an additional damage die. Increase save DCs to 18. Change AC to 18 and Hit Points to 250. Add the following: Innate Spellcasting. Happy Jack’s innate spell casting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: At will: charm person, Tasha’s hideous laughter 3/day each: confusion, enthrall, misty step, sug gestion 1/day each: hallucinatory terrain, Otto’s irresist ible dance Joyful Presence. Any creature that starts its turn within 60 feet of Happy Jack must make a DC 18 Wisdom saving throw. On a failed save, the creature becomes charmed by Happy Jack for 1 minute. On a successful save, the creature becomes immune to Happy Jack’s Joyful Presence for 24 hours. Whenever Happy Jack deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. Legendary Resistance (3/Day). If Happy Jack fails a saving throw, he can choose to succeed instead
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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