Happy Clown
For many ages, people have donned lively colors and decorated faces, striving to entertain crowds and put smiles on children’s faces. Once beloved by the public, clowns are now predominantly the center of bedtime stories used to scare children into coming home before dusk.
| Happy Clown | |||||
|---|---|---|---|---|---|
| Monster Level: 4 | |||||
| Medium. Undead Humanoid | |||||
| STR | DEX | END | AWR | INT | CHA |
| 2 | 0 | 2 | 1 | 0 | 3 |
| Ref: 10 | Fort: 12 | Ant: 11 | Log: 10 | Will: 13 | |
| Armor Rating 12 | Resist Fire 3 Immune Necrotic | ||||
| Hit Points 30 | Vulnerable Radiant 2 | ||||
| Speed 50 ft | Senses Darkvision 30 ft | ||||
| Skills (CHA) Intimidating +2, Entertaining +2 | Traits Steel Mind | ||||
| Features | |||||
| Ensemble Performance. The Clown always tries to hit as many different creatures as possible. If two or more hostile creatures are within 5 ft of it, it may make one Claw attack against a target it has not targeted yet in that round, regardless of how many actions it has left. | |||||
| Actions | |||||
On each of the Clown’s turns, it may take one of the following sets of actions.
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| Tier 1 Actions | |||||
| Move. The Clown moves up to its speed.
Claws. Reach 5 ft Natural Weapon. +2 vs AR. Hit: 5 (1d6+2) sharp. Charming Honk (Recharge 5). 20 ft Radius Natural Weapon. The Clown honks a horn, attempting to charm all creatures within range. +3 vs WILL of each creature in the radius. Hit: 5 (1d4+3) psychic and 2 (1d4) sonic, and the creature is Charmed until the end of their next turn. | |||||