The Great Zombini's Travelling Circus
The Great Zombini's Travelling Circus
Hp: 60 (10d10+5)
AC: 13
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 20 (+5)
Intelligence: 12 (+1)
Wisdom: 8 (-1)
Charisma: 10 (+0)
Saving Throw Proficiencies: Constitution +11, Dexterity +9.
Skills: Sleight of Hand +9.
Languages: Common, Elvish, Undercommon.
Abilities:
Life on Edge: whenever Sal drinks any harmful liquid, he can make a Constitution
save (DC=10+2*The number of ounces of liquid he drinks) to avoid any harmful
effects of drinking that liquid. He then gains an amount of temporary hit points
equal to double the number of ounces he drank.
Spew: when Sal drinks any harmful liquid, he can use an action or bonus action to
spray that liquid onto another creature within 5ft. That creature must succeed on a
Dexterity save (DC=10+The number of ounces of liquid he drank) or be sprayed
with the liquid. A creature sprayed with the liquid suffers all the ill effects of the
liquid, even if it normally must be ingested to work.
Actions:
Multiaction: Sal can take any two actions, choosing from the options below.
Drink: Sal drinks a liquid or potion he has on hand.
Rapier: Melee Weapon Attack; +9 to hit, reach 5ft., Hit: 7 (1d8+3) piercing
damage.
Application: Sal applies any liquid he has on hand to his rapier. The next attack he
makes with his rapier has the victim suffer the effects of the liquid.
Nova The Acrobat
Hp: 40 (9d8+0)
AC: 16
Strength: 8 (-1)
Dexterity: 22 (+6)
Constitution: 10 (+0)
Intelligence: 8 -1)
Wisdom: 9 (-1)
Charisma: 15 (+2)
Saving Throw Proficiencies: Charisma +8, Dexterity +12.
Skills: Acrobatics +12, Stealth +12.
Languages: Common.
Abilities:
Climbing Expert: Nova can climb up walls without spending extra movement, as
long as the walls are not completely flat.
Standing Leap: Nova can jump the maximum height without a running start, and
she can also jump the maximum distance without a running start.
Pounce: if Nova moves 10ft straight towards an opponent then makes an attack,
the attack deals an extra 7 (2d6) damage.
Actions:
Help: Nova gives advantage to one ally within 5ft on any one attack, ability check,
or saving throw.
Shortsword: Melee Weapon Attack; +9 to hit, reach 5ft., Hit; 9 (1d6+6) piercing
damage.
Nara The Acrobat
Hp: 35 (8d8-1)
AC: 16
Strength: 9 (-1)
Dexterity: 22 (+6)
Constitution: 9 (-1)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 12 (+1)
Saving Throw Proficiencies: Charisma +7, Dexterity +12.
Skills: Insight +7, Perception +7.
Languages: Common, Undercommon, Abyssal, Celestial.
Abilities:
Climbing Expert: Nara can climb up walls without spending extra movement, as
long as the walls are not completely flat.
Standing Leap: Nara can jump the maximum height without a running start, and
she can also jump the maximum distance without a running start.
Actions:
Help: Nara gives advantage to one ally within 5ft on any one attack, ability check,
or saving throw.
Shortsword: Melee Weapon Attack; +9 to hit, reach 5ft., Hit; 9 (1d6+6) piercing
damage.
Analyze: Nara can give one opponent a -2 to their AC until the end of her next
turn.
Caspian The Clown
Hp: 52 (8d12)
AC: 11 (Leather Armor)
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 10 (+0)
Saving Throw Proficiencies: Intelligence +9.
Skills: Arcana +9, Investigation +9.
Languages: Common, Draconic, Elvish, Undercommon, Abyssal, Celestial.
Abilities:
Comic Retribution: whenever Caspian is hit with an attack, he can use his
reaction to force the attacker to roll on the Comic Effects table.
…But Actually No: if Caspian would take damage from any source, he may roll a
d6. On a roll of 1-5, nothing else happens, but on a roll of 6, he takes no damage
from that attack or spell.
Philosophical Debater: If a creature is talking to Caspian, he is very serious and
well-mannered, and not as an act. He also has advantage on persuasion checks.
Actions:
Greatclub: Melee Weapon Attack; +0 to hit, reach 5ft., Hit; 4 (1d8+0)
bludgeoning damage.
1-10: An anvil falls on you. Make a DC 51-60: A large light shines on you.
15 Dexterity save or take 14 (4d6) Until the end of your next turn, you
bludgeoning damage. The space the cannot see more then 5ft away from
anvil is in counts as difficult terrain. you, and are Blind beyond that range.
11-20: A barrel full of water appears 61-70: A large cream pie smacks into
above you and douses you. You suffer your face. You are Poisoned until the
disadvantage on all attacks and saving end of your next turn, but you regain 3
throws until the end of your next turn. (1d6) hit points.
21-30: A giant boxing glove appears 71-80: A flower grows on the ground
from the ground below you and sucker next to you and stays there until the
punches you. Make an attack roll with end of your next turn. If anyone comes
a +9 to hit. If the attack hits, take 10 within 5ft of it, they are sprayed with
(2d6+3) bludgeoning damage. water and have disadvantage on attacks
until the end of their next turn.
31-40: A horrible smell surrounds you 81-90: A gigantic stick appears behind
until the end of your next turn. If you and attempts to spank you. Make
anyone comes within 5ft of you or ends an attack roll with a +9 to hit. If the
their turn within 5ft of you during this attack hits, you are launched 30ft
time, they must make a Constitution forward, and if you hit a wall, you take
save (DC 15). On a failure, that damage as if you had been falling.
creature takes 11 (2d10) poison
damage.
41-50: The sound of laughter rings in 91-100: You slip on a banana peel and
your ears. Until the end of your next fall Prone. You do not make a save.
turn, you are Deafened, and have You cannot avoid this by any means.
disadvantage on all attacks and ability At all. Not even a Wish spell. You.
checks. Fall. Prone. End of story.