Happy Clown

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Revision as of 11:24, 17 February 2025 by Andi (talk | contribs) (Created page with "__NOAUTOLINKS__ 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. {| class="creature" |+ ! colspan="6" |Happy Clown |- | colspan="6" |''Monster Level: 4'' |- | colspan="6" |''Medium. Undead Humanoid'' |- !STR !DEX !END !AWR !INT !CHA |- !2 !0 !2 !1...")
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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.  
  • Move and take one Tier 1 action.
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.