The Jester (5e Creature)
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The Jester[edit]
Medium humanoid (Elven), lawful good Armor Class 18 (plate)
Saving Throws Wis +6, Cha +6 Brave. The Jester has advantage on saving throws against being frightened. Martial Advantage. Once per turn, the Jester can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. Spellcasting. The hobgoblin is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following paladin spells prepared: 1st level (4 slots): command, protection from evil and good, thunderous smite
Warden of Maglubiyet. The jester deals an extra die of damage when it hits with a greatsword attack (included in the attack). ACTIONSMultiattack. The jester makes three attacks with its greatsword or Daggers. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Fate and Karma. Pair of daggers with chains from the hilt, both have a shimmer of light running across the blade. This weapon deals 1d6 slashing damage on hit and has a +1 bonus to attack and damage rolls. When thrown, daggers do not arc, instead, they travel in a straight line. To use the properties of Fate and Karma, the user must have both in their possession, be attuned to them, and must use them in conjunction. (Daggers do not need to be attuned separately) Alignment Fate and Karma are both good aligned, though are not sentient. If you are evil aligned while attuned to these daggers, you act as if they are mundane.
REACTIONSParry. The Jseter adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon. |
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