Hulking Jester (5e Creature)
Hulking Jester[edit]
Large fiend (demon), chaotic evil Armor Class 18 (natural armor)
Saving Throws Str +13, Wis +10 Magic Resistance. The hulking jester has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The hulking jester uses its Laugh of Madness. It then makes five slam attacks. Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Laugh of Madness. The hulking jester makes a laugh similar to that of someone insane. Each creature within 30 feet of the hulking jester that hears the laugh must succeed on a DC 15 Wisdom saving throw or have disadvantage on all saving throws and attack rolls for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Crush. Melee Weapon Attack: +13 to hit, reach 20 ft., each creature in reach. Hit: 44 (8d10) bludgeoning damage.
LEGENDARY ACTIONSThe hulking jester can take 1 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hulking jester regains spent legendary actions at the start of its turn. Toss. The hulking jester throws one creature it can see within 15 feet of it up to 40 feet away. If the creature strikes a solid surface, it takes 33 (6d10) bludgeoning damage upon impact. |
This large creature spends its time hiding in the darkest of places. It has one giant glowing eye which emits light in a cone in whichever direction it looks. No real adventurer has ever successfully killed one of these creatures. Their entire bodies are obscured in darkness and no one truly knows what it looks like. The hands being revealed in the light of its eye however have revealed that this monster has teal skin and its hands at least are human in shape, making many believe that other than its eye it is mostly humanoid in shape. |
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