Medium Humanoid (Any Race), Any Alignment
Armor Class 10 (no armor)
Hit Points 4 (1d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages Common
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Freakish Talents. Circus freaks come in a variety of shapes and sizes, and each possesses a random quirk from the table below. 

1 Strongman (P). The freak's carrying capacity (including maximum load and maximum lift) is doubled, and has advantage on Strength checks made to push, pull, lift, throw, or break objects. Additionally, the strongman's unarmed strikes deal an additional 7 (2d6) bludgeoning damage on a hit. 
2 Contortionist (P). The freak can squeeze into spaces small enough for a small cat to fit through and has advantage on all Dexterity (acrobatics) checks. 
3 Hidden Pocket (P). The freak can hide up to 1 cubic foot of material on (or in) its person. 
4 Mind Reader. The freak has telepathy out to a range of 30 ft. and can innately cast the detect thoughts spell at will (save DC 10). 
5 Echolocation. The freak has blindsight out to a range of 60 ft. The freak loses this ability while deafened.
6 Tall (P). The freak's height increases by 2 (1d4) ft. and its reach increases by 5 ft. 
7 Dwarf (P). The freak's size becomes small. 
8 Conjoined (P). The freak has disadvantage on all Strength and Dexterity checks and saving throws and Charisma checks. Also, the freak has advantage on all Intelligence and Wisdom checks and saving throws and Charisma saving throws. All this is due to the fact that the freak is in some way attached to a second freak that also possesses this trait.  
9 Human Library. The freak has advantage on Intelligence checks and can accurately recall any detail from its past. 
10 Fortune Reader. The freak can innately  cast the augury spell at will.
11 Clairvoyant. The freak can innately  cast the clairvoyance spell at will. 
12 Excessive Hair (P). The freak is considered adapted to cold climates as described in chapter 5 of the Dungeon Master’s Guide. Roll a d20, on a roll of 1 the freak is a werewolf. 

 

Actions

Freakshow. If the freak's quirk is physical (noted by a (P)), all creatures within 30 ft. of the freak that can see it must succeed on a DC 10 Wisdom saving throw or become frightened of the freak. A frightened creature may repeat the saving throw at the beginning of each of its turns, ending the effect on itself on a success. Once a creature has succeeded on this saving throw, it is immune to this freak's freakshow ability for 24 hours. 

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 1 bludgeoning damage. 

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) piercing damage. 

 

Dagger Throw. Ranged Weapon Attack: +2 to hit, range 20/60 ft., 1 target. Hit: 2 (1d4) piercing damage.

Monster Tags: humanoid

Habitat: Urban

blakejohnson217

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