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Grim Jester

Medium · Undead · CR 11 · Chaotic Evil

Armor Class
18 (natural armor)
Hit Points and Hit Dice
136 (16d8 + 64)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Medium
Type Undead
Alignment Chaotic Evil
XP 7200
Initiative Bonus +6

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 17

Saving Throws

Dexterity +10 Constitution +8 Charisma +9

Skills

Acrobatics +10 Deception +9 Perception +7 Performance +9 Stealth +10

Languages

Abyssal, Celestial, Common, Gnomish, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Resistances
cold
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned

Traits

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

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.

Necrotic Claw

+9 to hit, range 5 ft (1.5 m). Hit: 2d8+5 plus 4d6 necrotic damage.

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

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.

About Grim Jester

Grim Jester is a medium undead with a Challenge Rating of 11. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 136 hit points (derived from 16d8 + 64).

Grim Jester has communication capabilities including Abyssal, Celestial, Common, Gnomish, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Grim Jester

1 tips available

When using Grim Jester in your D&D 5e campaign, consider these tactical approaches:

  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Grim Jester

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Grim Jester?
Grim Jester has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Grim Jester?
Grim Jester is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Grim Jester speak?
Grim Jester can communicate in Abyssal, Celestial, Common, Gnomish, telepathy 120 ft..

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