Grim Jester

Medium Undead, Chaotic Evil

Armor Class 18 (natural armor)

Hit Points 136 (16d8 + 64)

Speed walk +30

Challenge 11

STR
14
+2
DEX
22
+6
CON
18
+4
INT
16
+3
WIS
16
+3
CHA
20
+5

Saving Throws cha +9, con +8, dex +10

Skills Stealth +10, Deception +9, Acrobatics +10, Perception +7, Performance +9, Sleight of Hand +10

Damage Vulnerabilities False

Damage Resistances cold

Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 120 ft., passive Perception 17

Languages Abyssal, Celestial, Common, Gnomish, telepathy 120 ft.

Special Abilities

Last Laugh. Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester gains a new body in 1d20 days, regaining all its hp and becoming active again. The new body appears in a place of the god's choosing.

Mock the Dying. Death saving throws made within 60 feet of the grim jester have disadvantage.

Turn Resistance. The grim jester has advantage on saving throws against any effect that turns undead.

Undead Nature. The grim jester doesn't require air, food, drink, or sleep.

Actions

Necrotic Claw. Melee Spell Attack: +9 to hit, range 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage.

Killing Joke. The grim jester tells an ancient, nihilistic joke to one creature it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or fall prone in a fit of laughter, becoming incapacitated and unable to stand up for 1 minute. A creature that fails this saving throw by 5 or more is reduced to 0 hp instead. The incapacitated target can repeat the saving throw at the end of each of its turns, taking 14 (4d6) necrotic damage on a failed save or ending the effect on itself on a success.

Spellcasting. The grim jester casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17): At will: disguise self, grease 3/day each: magic mouth (as an action), mirror image 1/day each: mislead, seeming

Bonus Actions

Joker's Shuffle (Recharge 6). The grim jester exchanges locations with a Medium or smaller creature it can see within 60 feet of it. The jester and target each teleport to the other's space, and each becomes covered in a magical illusion to look and sound like the other. A creature must take an action to visually inspect an illusion and succeed on a DC 19 Intelligence (Investigation) check to discern that the jester and target are disguised. The illusions last for 1 minute, until the jester dies, or until the jester dismisses them as a bonus action.

Source: Tome of Beasts 2023 · OGL/Open