Large Aberration, Chaotic Neutral
Armor Class 9
Hit Points 67 (9d8 + 27)
Speed 20 ft.
STR
20 (+5)
DEX
8 (-1)
CON
16 (+3)
INT
3 (-4)
WIS
3 (-4)
CHA
3 (-4)
Damage Immunities Poison, Psychic, Bludgeoning damage from falling
Condition Immunities Frightened, Grappled, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Unfunny Clumsiness. Colonel Hilarious is so unpredictable and spatially unaware that any creature smaller than it (friend or foe) within 5ft must succeed on a DC 13 Dexterity saving throw at the start of the Colonel's turn or be knocked prone. Any easily breakable object (vases, plates, windows etc.) that the Colonel passes within 5ft of... breaks.

Concerning Behaviour. The Colonel's erratic behaviour and pathological need to entertain create an aura of tension around him. All ability checks and concentration rolls are taken at disadvantage within 30ft of him, if he is visible to the creature making the roll. He's THAT off-putting.

Why Won't You Go Away? Although he can be damaged and reduced to zero hit points, Colonel Hilarious never shows signs of pain or visible wounds. The turn after being 'killed', he is restored to full hit points and simply gets up again. He will now run away from the creature which killed him, as fast as he can. He will not attack again until the following day, unless provoked.

Experience points are still given for 'killing' Colonel Hilarious, by reducing him to zero hit points.

Actions

Multiattack. Colonel Hilarious makes two attacks with his flailing limbs. Then if possible, he will fall over.

Flailing Limbs. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2d6+5) bludgeoning damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Falling Over (Recharge 5–6). The Colonel falls over, dragging everything within a 5ft radius down with him. He is disturbingly strong and can easily pull down tree branches, upturn tables, splinter doors and knock living creatures flying. Any inanimate object within a 5ft radius that is not reenforced, is destroyed. He'll put a hole in a brick wall, but not a castle wall. He'll topple a young tree but not an ancient oak. DM's discretion. Creatures caught in the carnage must make a DC 13 Dexterity saving throw or suffer (5d6+5) bludgeoning damage and be knocked prone. This damage is applicable even if there are no inanimate objects to smash around, as the Colonel rolls around on the floor with his victims.

Having fallen over, Colonel Hilarious receives the prone himself. His Unfunny Clumsiness ability still applies at the start of his next turn.

Description

No one knows whether Tellymann Edmondson created Colonel Hilarious, or found him, or summoned him from some awful plane of slapstick unfunniness. What is known is that wherever Edmondson goes, Colonel Hilarious is never far away. Many people claim to have killed him, only for him to get up again and run off. Is he indestructible, or powered by forces beyond our comprehension?

The truth is far more disturbing... But only Edmondson knows that.

Habitat: Any

jamestmaunder1980

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