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The Great Zombini's Travelling Circus

The document provides detailed character profiles for various fantasy characters, including their health points, armor class, abilities, skills, and actions. Each character has unique traits and powers, such as Sal's ability to drink harmful liquids without negative effects, Nova's acrobatic skills, and Josephine's strength and spell resistance. The characters range from combat-focused individuals like Josephine and Dimitri to support roles like Vivian and Liberachi, showcasing a diverse set of abilities and roles within a game setting.

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0% found this document useful (0 votes)
20 views20 pages

The Great Zombini's Travelling Circus

The document provides detailed character profiles for various fantasy characters, including their health points, armor class, abilities, skills, and actions. Each character has unique traits and powers, such as Sal's ability to drink harmful liquids without negative effects, Nova's acrobatic skills, and Josephine's strength and spell resistance. The characters range from combat-focused individuals like Josephine and Dimitri to support roles like Vivian and Liberachi, showcasing a diverse set of abilities and roles within a game setting.

Uploaded by

parryriposte3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Sal The Poison Drinker

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.

Comic Effects Table;

Dimitri The Knife-Thrower


Hp: 45 (10d8+0)
AC: 17 (Studded Leather Armor)
Strength: 10 (+0)
Dexterity: 20 (+5)
Constitution: 11 (+0)
Intelligence: 10 (+0)
Wisdom: 8 (-1)
Charisma:8 (-1)
Saving Throw Proficiencies: Dexterity +11, Constitution +6.
Skills: Survival +11.
Languages: Common, Undercommon.
Abilities:
Expertise: Dimitri uses double his proficiency bonus for all attack rolls made with
daggers, and he uses double his proficiency bonus for one of his skills.
Targeted: If Dimitri rolls a critical hit for an attack roll with his dagger, the
creature must roll on the Lingering Injuries table.
Skilled Thrower: if a weapon has the thrown property, Dimitri’s normal and
extended range are both tripled.
Actions:
Multiattack (Recharge 4-6): Dimitri can make four dagger attacks.
Dagger: Melee or Ranged Weapon Attack; +9 to hit, reach 5ft., range 60/180ft.
Hit: 8 (1d4+6) piercing damage.

Josephine The Strongwoman


Hp: 77 (11d12+6)
AC: 18 (Plate)
Strength: 22 (+6)
Dexterity: 7 (-2)
Constitution: 22 (+6)
Intelligence: 12 (+1)
Wisdom: 7 (-2)
Charisma: 16 (+3)
Saving Throw Proficiencies: Strength +12, Constitution +12.
Skills: Athletics +12, Intimidation +9.
Languages: Orc, Undercommon.
Abilities:
Mage Slayer: when a creature within 5ft of Josephine casts a spell, she may use
her reaction to make a melee weapon attack against that creature. If Josephine
damages a creature that is concentrating on a spell, that creature has disadvantage
on the saving throw it makes to maintain its concentration. Josephine also has
advantage on saving throws against spell cast by creatures within 5ft of her.
Heavy Armor Master: while Josephine is wearing heavy armor, bludgeoning,
piercing, and slashing damage she takes from nonmagical sources is reduced by 3.
Savage Attacks: when Josephine scores a critical hit, she may roll a weapons
damage dice once and add it to the extra damage of the critical hit.
Relentless Endurance 1/Day: if Josephine is reduced to 0 hit points but not killed
outright, she drops to 1 hit point instead.
Actions:
Maul: Melee Weapon Attack: +12 to hit, reach 5ft., Hit: 13 (2d6+6) bludgeoning
damage.

Calypso The Beauty


Hp: 20 (8d6+2)
AC: 13
Strength: 6 (-2)
Dexterity: 15 (+2)
Constitution: 15 (+2)
Intelligence: 8 (-1)
Wisdom: 9 (-1)
Charisma: 22 (+6)
Saving Throw Proficiencies: Charisma +12, Wisdom +5.
Skills: Persuasion +12, Sleight of Hand +8.
Languages: Common.
Abilities:
Irresistible Beauty: if a creature can see Calypso, they must make a DC 20
Wisdom saving throw or be Charmed by her. A creature can reroll the saving
throw again at the end of each of its turns, ending the effect on a success. A
creature that succeeds on its saving throw is immune to this ability for the next 24
hours.
General Incompetence: If Calypso rolls a natural 20 on any dice roll, it is instead
treated as a 19.
Actions:
Feign Helplessness: Calypso chooses one creature within 30ft that can see her.
That creature must make a DC 13 Wisdom saving throw or use all of its movement
to move towards Calypso by the shortest direct route.
Quarterstaff: Melee Weapon Attack; +4 to hit, reach 5ft., Hit; 1 (1d6-2)
bludgeoning damage.

Benedict The Lion Tamer


Hp: 62 (4d10+4)
AC: 11 (Padded Leather Armor)
Strength: 12 (+1)
Dexterity: 12 (+1)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 18 (+4)
Charisma: 6 (-2)
Saving Throw Proficiencies: Wisdom +10, Strength +7.
Skills: Animal Handling +16, Perception +10.
Languages: Common, Undercommon, Thieves’ Cant.
Abilities:
Animal Trainer: Benedict uses double his proficiency bonus for all Animal
Handling checks.
Animal Lover: Benedict can use an action to heal 3 (1d6) hp to a non-hostile
Beast within 5ft.
Actions:
Blowgun: Ranged Weapon Attack; +7 to hit, range 25/100ft., Hit; 1 piercing
damage, and if the creature took this damage, they must make a DC 15
Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half
as much on a successful save.
Command Beast: Benedict can attempt to command one Beast he can see within
60ft. He makes an Animal Handling check with a DC of 8+Double the Beast’s
challenge rating. On a successful check, he can command the creature to move up
to its speed, then either Attack, Hide, Dash, or Help.

Vivian The Fortune Teller


Hp: 10 (3d6+0)
AC: 12
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 21 (+5)
Charisma: 12 (+1)
Saving Throw Proficiencies: Wisdom +10, Constitution +5.
Skills: Insight +10, Perception +10, Medicine +10, History +7.
Languages: None, Telepathy 60ft.
Abilities:
Greater Portent: once per long rest, Vivian can roll three d20s. At any time
before her next long rest, she can replace another creature’s dice roll with one of
her portent dice. Each portent dice may only be used once. She may reroll her
portent dice again each long rest.
Actions;
Prediction: Vivian attempts to predict the future. One creature she can see gains
inspiration until the end of their next long rest.
Unarmed Strike: Melee Unarmed Attack; +0 to hit, reach 5ft., Hit; 1 bludgeoning
damage.

Liberachi The Musician


Hp: 8 (1d6+2)
AC: 14 (Leather Armor)
Strength: 9 (-1)
Dexterity: 15 (+2)
Constitution: 14 (+2)
Intelligence: 11 (+0)
Wisdom: 13 (+1)
Charisma: 16 (+3)
Saving Throw Proficiencies: Charisma +5, Dexterity +4.
Skills: Performance +7, Deception +7, Stealth +7.
Languages: Common, Undercommon.
Abilities:
Talented: if a creature can hear Liberachi play a song, they must succeed on a DC
13 Wisdom saving throw or be Incapacitated as long as Liberachi uses his action to
keep singing. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. A creature that succeeds on this saving
throw is immune to this effect for 1 hour.
Actions:
Rapier: Melee Weapon Attack; +4 to hit, reach 5ft., Hit; 6 (1d8+2) piercing
damage.
Limited Healing 3/Short or Long Rest: Liberachi casts Cure Wounds at 3rd level.
Charisma is his spellcasting ability for this spell.

Elliot The Magician


Hp: 72 (14d6+1)
AC: 12
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 13 (+1)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 10 (+0)
Saving Throw Proficiencies: Intelligence +8, Wisdom +7.
Skills: Arcana +8, Medicine +7, Perception +7.
Languages: Common, Elvish, Undercommon.
Abilities:
Spell Sniper: when Elliot casts a spell that requires him to make an attack roll, the
spell’s range is doubled, his ranged spell attacks ignore half cover and three-
quarters cover.
Sculpt Spells: when Elliot casts an evocation spell that affects other creatures he
can see, he can choose a number of them equal to 1+The level of the spell. All
creatures chosen automatically succeed, and if they would normally take half
damage for succeeding the save, they instead take no damage.
Potent Cantrip: when a creature succeeds on a saving throw against a cantrip, the
creature takes half the cantrip’s damage (if any) but suffers no additional effect
from the cantrip.
Empowered Evocation: Elliot can add his Intelligence modifier to one damage
roll of any wizard evocation spell he casts.
Overchannel: when Elliot casts a wizard spell of 1st through 5th level that deals
damage, he can cause that spell to deal the maximum amount of damage. If he uses
this more than once in between long rests, he takes 2d12 necrotic damage per level
of the spell immediately after he casts the spell. Each time he does this, the damage
per level increases by 1d12. This damage ignores resistance and immunity.
Fey Ancestry: Elliot has advantage on saving throws against being Charmed, and
he magic can’t put him to sleep.
Actions:
Spellcasting: Elliot can cast the following Wizard spells (DC 18, +10 to hit with
spell attacks). Intelligence is his spellcasting ability.
Cantrips: Fire Bolt, Dancing Lights, Eldritch Blast, Light, Ray of Frost, Shocking
Grasp, Blade Ward.
1st Level (4 Slots): Burning Hands, Chromatic Orb, Magic Missile, Thunderwave,
Witch Bolt, Ray of Sickness, Expeditious Retreat, Unseen Servant.
2nd Level (3 Slots): Continual Flame, Gust of Wind, Melf’s Acid Arrow, Scorching
Ray.
3rd Level (3 Slots): Fireball, Haste, Lightning Bolt, Vampiric Touch.
4th Level (3 Slots): Fire Shield, Ice Storm, Otiluke’s Resilient Sphere, Wall of Fire.
5th Level (2 Slots): Bigby’s Hand, Cone of Cold, Wall of Force, Wall of Stone.
6th Level (1 Slot): Chain Lightning, Otiluke’s Freezing Sphere, Sunbeam, Wall of
Ice.
7th Level (1 Slot): Prismatic Spray, Finger of Death, Mordenkainen’s Sword,
Forcecage.
Zombini The Ringleader
Hp: 34 (3d8+10)
AC: 18 (Plate)
Strength: 15 (+2)
Dexterity: 8 (-1)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 10 (+0)
Charisma: 20 (+5)
Saving Throw Proficiencies: Wisdom +6, Constitution +10.
Skills: Performance +11, Intimidation +11, Arcana +8, Stealth +5.
Immune to Poison damage and Poisoned condition.
Languages: Common, Undercommon, Elvish, Dwarvish.
Abilities:
Improved Undead Fortitude: if damage reduces Zombini to 0 hit points, he must
make a Constitution saving throw with a DC of 1+The damage taken, unless the
damage is radiant or from a critical hit. On a success, Zombini drops to 1 hit point
instead.
Mostly Scratches: Zombini has advantage on all Constitution saving throws.
Actions:
Quarterstaff: Melee Weapon Attack; +8 to hit, reach 5ft., Hit; 5 (1d6+2)
bludgeoning damage, or 6 (1d8+2) damage if used with both hands.
Bite: Melee Unarmed Attack; +8 to hit, reach 5ft., Hit; 6 (1d8+2) piercing damage,
and a creature must make a DC 18 Constitution saving throw or contract Deadrot.
A creature infected with Deadrot loses one of their hit dice every long rest. When a
creature has 0 hit dice remaining, it dies and immediately comes back as a Zombie
with this attack. Deadrot can be cured by making a successful medicine check, DC
18. On a failed check, the creature loses another one of its hit dice. Deadrot can
also be cured by casting Lesser Restoration, or by using any spell or ability that
can cure diseases. Undead and constructs are unaffected by this disease, as well as
any creature with immunity to diseases or poison.

Marx The Destructive Jester


Hp: 77 (5d12+45)
AC: 16 (Excessive Teleportation)
Strength: 15 (+2)
Dexterity: 20 (+5)
Constitution: 28 (+9)
Intelligence: 14 (+2)
Wisdom: 11 (+0)
Charisma: 25 (+7)
Saving Throw Proficiencies: Wisdom +8, Dexterity +13.
Skills: Intimidation +15, Deception +15.
Languages: Common, Celestial, Infernal, Abyssal.
Abilities:
Disguise Deception: Marx can use a bonus action to polymorph into his disguised
form, in which he resembles a simple jester who enjoys juggling small colored
balls, or he can use it to polymorph back into his true form, in which he gains a
pair of demonic, multicolored wings which give him a flying speed of 30ft and his
eyes turn a devilish shade of purple.
Painful Body: If Marx moves through a creature’s space on his turn, that creature
must make a DC 16 Dexterity saving throw or take 13 (2d12) magical bludgeoning
damage. An individual creature can only take this damage once during Marx’s
turn. If they took damage because of this trait while Marx was using the Dash
action, they take 26 (4d12) damage instead.
Actions:
Seeds of Destruction (Recharge 5-6): Marx must have at least 20ft flying speed
remaining to use this. He flies 20ft into the air and picks 5 points he can see within
60ft. Each of those points sprouts a sickly-looking growth of vines and thorns on
Initiative count 20 during the next round. All creatures within 5ft of those points
when the thorns sprout take 13 (2d12) slashing damage, and any creature that
comes within 5ft of the thorns takes 13 (2d12) slashing damage as well. The thorns
disappear on Initiative count 20 the next round.
Poison the Land: Marx grows vein-like tentacles from his back that sink into the
ground. If Marx is in his true form, he loses his flying speed. Marx is Grappled
while doing this. Every turn Marx continues doing this, he can regain 2d12 Hp as
an action, and all creatures standing within 10ft of Marx lose the same amount of
Hp that Marx gained. He can end this as a bonus action.
Soul Split: Marx can spend one bonus action doing nothing but charging this
attack. The amount of time he charges this attack affects what it does. If Marx
takes damage while charging this attack, he must make a concentration saving
throw or lose all charges he has.
Charged for 1 Turn: Marx splits in half and turns into a Black Pudding and an
Ochre Jelly. These oozes cannot split, and they have Resistance to slashing
damage. He reverts back to his true form if one of the oozes drops to 0 Hp.
Charged for 2 Turns: Marx splits in half and becomes two spheres of pure energy,
one red and one blue, with the blue sphere being comprised of pure cold and the
red sphere of pure heat. Each of the spheres has AC 14 and 20 hit points. They also
have the Painful Body trait, but the damage is fire damage for the red sphere, and
cold damage for the blue sphere, and a creature can take the damage twice from
this trait if it comes from one of the spheres. The spheres can only take the Dash
action.
Charged for 3 or more Turns: Marx splits in half and in between his halves a black
hole springs into existence. All creatures within 30ft must make a DC 20 Strength
saving throw or be sucked into the black hole. If a creature is within 15ft of Marx,
they make this save with disadvantage. If a creature is sucked into the black hole, it
takes 52 (8d12) magical bludgeoning damage, and reappears in a spot 5ft away
from Marx. The damage increases by 1d12 for each turn beyond 3 turns that Marx
spent charging this attack.

The king of Chaos


Hp: (3d100)
AC: 2d10
Strength (4): 1d20+10
Dexterity (6): 1d20+10
Constitution (1): 1d20+10
Intelligence (3): 1d20+10
Wisdom (2): 1d20+10
Charisma (5): 1d20+10
Saving Throw Proficiencies: Roll 2d6 every round, reroll matches.
Skills: None. Has advantage on all skill checks.
Proficiency Bonus: 1d10
Languages: All, Telepathy 1 Mile radius.
Abilities:
Absurdity: Roll 1d6. That is the King of Chaos’ ability this turn other than this
one. The effect he rolled continues until his next turn.
Wild Magic Surge (1): All magic spells cast within 10ft of the King of Chaos
automatically go wild. Roll on the Wild Magic Table to determine what happens.
Unravel Reality (2): All creatures that start their turn within 5ft of the King of
Chaos take 26 (4d12) force damage as they start to rapidly succumb to entropy.
Command Chaos (3): All creatures with a Chaotic alignment within 50ft of the
King of Chaos must make a DC 18 Wisdom saving throw at the beginning of their
turn or be Charmed by the King of Chaos until the end of their next turn. While
Charmed, on their turn, the King of Chaos controls them, basically taking their
turns for them.
Destroy Order (4): All creatures with a Lawful alignment within 50ft of the King
of Chaos take 1d4 damage of each type at the start of their turn.
Reform Chaos (5): The King of Chaos may reroll any one of his ability scores.
Absolute Chaos (6): All non-chaotic and non-evil creatures within 100ft of the
King of Chaos must make a Wisdom saving throw (DC 16) as soon as this ability
is rolled. On a failed save, the creature gains a form of short-term madness, and on
a successful save, the creature falls Prone and takes 6 (1d12) psychic damage.
Actions:
Craziness: The King of Chaos must roll a d6 and then do the action that matches
with his roll.
Greatestsword (1-2): Melee Weapon Attack: +? To hit, reach 10ft. Hit: ? (3d6+?)
slashing damage, and the target is subject to one condition of their choosing
(except Invisible or Deafened) until the end of their next turn.
Longest Bow (3-4): Ranged Weapon Attack: +? To hit, range 300/900 ft., Hit: ?
(2d8+?) piercing damage, and the target is knocked backwards 10ft.
Damageball (5): Ranged Spell: The King of Chaos chooses one point he can see
within 120ft. All creatures within 25ft of that point must make a Dexterity save
(DC 16) or take 8d6 damage on a failed save, and half as much damage on a
successful one. Roll a d12. The damage is of the type rolled.
1. Necrotic.
2. Force.
3. Lightning.
4. Radiant.
5. Bludgeoning.
6. Piercing.
7. Psychic.
8. Thunder.
9. Slashing.
10.Cold.
11.Poison.
12.Acid.
True Chaos (6): The King of Chaos chooses one creature he can see within 15ft.
At the end of the battle, if they survive, that creature must succeed on a DC 18
Wisdom saving throw or have their race changed as per the Resurrection spell, and
their subclass changed to a different one of their choosing. If the creature rolls a 10
or lower on the saving throw, they also have their gender changed. If the creature
rolls a natural 1 on the saving throw, it has its alignment shifted to the exact
opposite on the alignment chart, unless it is a neutral alignment, in which case it
stays the same (neutral good stays the same, chaotic good becomes lawful evil).
These changes can be reversed by casting Remove Curse, or by divine
intervention.

Jackal The Insane Jester


Hp: 1 (1d6-2)
AC: 22 (Studded Leather Armor)
Strength: 1 (-5)
Dexterity: 30 (+10)
Constitution: 6 (-2)
Intelligence: 20 (+5)
Wisdom: 1 (-5)
Charisma: 10 (+0)
Saving Throw Proficiencies: Dexterity +18, Intelligence +13.
Skills: Stealth +18, Investigation +13, Intimidation +8.
Languages: Common, Undercommon, Abyssal.
Abilities:
Spreading Insanity: Any creature that hits Jackal with a melee attack, must
succeed on a DC 18 Wisdom saving throw or it falls Prone and starts laughing
hysterically for the rest of its turn. If they fail, this causes the attack to miss. The
creature stands up automatically, without spending any movement, if it takes
damage before the start of its turn. This effect ends at the start of the creature’s
next turn.
Redeemable: If a character makes a successful Charisma (Persuasion) check (DC
20), then they can redeem Jackal. If he is successfully redeemed, he gains a
Wisdom of 10, and loses all his special actions except for Restriction. He also loses
“Spreading Insanity.”
Actions:
Carousel: Jackal picks one creature he can see within 60ft. That creature must
succeed on a DC 18 Wisdom saving throw or be moved to a different spot that is
the same distance away from Jackal.
Insane Bolt: Ranged Spell Attack: +13 to hit, range 120ft., one target. Hit: 18
(4d8) force damage, and all creatures within 15ft of the original target must
succeed on a Wisdom saving throw (DC 18) or take the same amount of damage.
Restriction: Jackal chooses one creature within 120ft. Depending on the creature’s
class, it cannot do certain actions on its next turn.
1. Wizard, Sorcerer, Warlock, Druid, Cleric, Artificer, Bard: The character
cannot cast spells during their next turn.
2. Fighter, Barbarian, Paladin, Rogue, Monk, Ranger, Blood Hunter: The
character cannot declare an attack on their next turn.
3. Mystic: The character cannot use any disciplines or their effects on their
next turn.

Durion The Temporal Jester


Hp: 20 (5d6+3)
AC: 10 (Natural Dodginess)
Strength: 12 (+1)
Dexterity: 10 (+0)
Constitution: 16 (+3)
Intelligence: 15 (+2)
Wisdom: 25 (+7)
Charisma: 18 (+4)
Saving Throw Proficiencies: Dexterity +8, Wisdom +15, Charisma +12.
Skills: Pick three skills at the start of each of his turns. He gains proficiency in that
skill until the end of his turn.
Languages: Undercommon. If anyone talks to him in another language, he instantly
gains the ability to speak that language.
Abilities:
Level-Headed: Durion cannot gain any forms of insanity.
Rewind: If Durion dies, he reappears at the end of the round in the same spot he
was standing when he was killed. This can only be stopped if he is killed using a
silvered weapon.
Temporal Distortion: All creatures within 10ft of Durion must roll a d6 at the
start of their turn. If they roll a 1-3, they can only take 1 action or bonus action on
their turn, not both, and their movement speed is halved. If they roll a 4-5, they can
take their turn normally. If the creature rolls a 6, they can take an extra bonus
action that turn.
Actions:
Chronological Error: Melee Unarmed Attack: +9 to hit, reach 5ft. Hit: Roll 2d6.
The creature hit either becomes that many years older (if the roll was even) or that
many years younger (if the roll was odd), to a minimum of 1 year old.
Fast Forward: Melee Unarmed Attack: +9 to hit, reach 5ft. Hit: The creature hit
suffers no ill effects immediately, but on their next turn, if they move, they must
use all their movement to go straight in one direction, without turning. The creature
must also take the Dash action on that turn.
Pause (Recharge 4-6): Melee Unarmed Attack: +9 to hit, reach 5ft. Hit: The
creature is Paralyzed until the end of its next turn.
Cease Time (Recharge 6): As an action, Durion can gain a +5 bonus to AC, and
all creatures within 5ft of him are Paralyzed until the end of his next turn.

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