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<title>Grim Jester</title>
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<body>
<h1>Grim Jester</h1>
<p><em>Medium</em> <em>Undead</em> <em>Chaotic Evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (natural armor)</li>
<li><strong>Hit Points:</strong> 136 (16d8 + 64)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 11 (7,200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 224</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>22 (+6)</td>
<td>18 (+4)</td>
<td>16 (+3)</td>
<td>16 (+3)</td>
<td>20 (+5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +10, Con +8, Cha +9</li>
<li><strong>Skills:</strong> Acrobatics +10, Deception +9, Perception +7, Performance +9, Sleight of Hand +10, Stealth +10</li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Damage Resistances:</strong> cold</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 17</li>
<li><strong>Languages:</strong> Abyssal, Celestial, Common, Gnomish, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Last Laugh:</strong> 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.</li>
<li><strong>Mock the Dying:</strong> Death saving throws made within 60 feet of the grim jester have disadvantage.</li>
<li><strong>Turn Resistance:</strong> The grim jester has advantage on saving throws against any effect that turns undead.</li>
<li><strong>Undead Nature:</strong> The grim jester doesn't require air, food, drink, or sleep.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Necrotic Claw:</strong> Melee Spell Attack: +9 to hit, range 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage.</li>
<li><strong>Killing Joke:</strong> 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.</li>
<li><strong>Spellcasting:</strong> The grim jester casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17):<br>At will: disguise self, grease<br>3/day each: magic mouth (as an action), mirror image<br>1/day each: mislead, seeming</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Joker's Shuffle (Recharge 6):</strong> 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.</li>
</ul>
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