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WIPWednesday - The Bloody Jester

Hey Critical Crew!

We can't let today pass without a first-look at October's "Things That Go Bump in the Night" release. This upcoming release focuses on different phobias and working them into 5e. Inspired by coulrophobia (the fear of clowns), check out The Bloody Jester for WIPWednesday!

Check out these two abilities and tell us that clowns are nothing to be afraid of...

Animate Head. The jester animates one of the heads it is juggling. The head remains animated until the start of the jester’s next turn. While a head is animated, the jester can telepathically command the head to do one of the following: 

  • Laugh. The head laughs hysterically. The jester can regain hit points owing to its Feast on Joy trait.

  • Speak. The head says anything the jester telepathically commands it to,

  • Bite. The head bites a target hit by the jester’s Hurl Head attack, dealing an extra 2 (1d4) piercing damage. 

The jester usually carries 4 heads. Each of these heads has AC15; immunity to poison and psychic damage; and 10 hit points. If all of the jester’s heads are destroyed, it cannot use its Hurl Head action or Animate Head action. The jester gains new heads by decapitating other creatures, usually commanding creatures controlled by its Empathic Feast to do so. 

Pagliacci’s Cry. Black tears run down the jester's face, which it flicks at up to three targets within 30 feet of it. Each target must succeed on a DC 14 Wisdom saving throw or begin weeping uncontrollably. The target cannot communicate verbally or cast spells that require verbal components, and it has disadvantage on Wisdom (Perception) checks that rely on sight. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Stay tuned for more soon!

-Cameron

WIPWednesday - The Bloody Jester WIPWednesday - The Bloody Jester

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