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Grim Jester

Medium · Undead · CR 11 · Chaotic Evil

Source. Tome of Beasts
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 60 ft (18.3 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 60.0 ft (18.3 m).

Resistances & Immunities

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

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Innate Spellcasting

the jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:

at will: disguise self, grease, inflict wounds, magic mouth, misty step

3/day each: contagion, mirror image

1/day each: delayed blast fireball, finger of death, mislead, seeming

Last Laugh

Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing.

Mock the Dying

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

Turn Resistance

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

Actions

Joker's Shuffle

Recharge 6

The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17).

Killing Joke

Recharge 6

The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic.

Reactions

Ridicule Hope

Recharge 4–6

When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured.

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 60 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 60 ft..

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