Skeletal Clown
By: Jan Willem v.d. Brink
Type: Undead
Difficulty: CR 4
Game: Dungeons & Dragons (D&D)

Medium-Sized Undead
Hit Dice: 2d12 (13 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft.
AC: 14 (+3 natural, +1 extremely large pants)
Attacks: Umbrella +2 melee
Damage: Umbrella 1d4+1 (19-20/special)
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Handshake, laugh!, special umbrella critical, squirt
Special Qualities: Immunities, protruding feet, umbrella float, undead traits
Saves: Fort +0, Ref +0, Will +1
Abilities: Str 12, Dex 11, Con -, Int 12, Wis 9, Cha 13
Skills: Climb +6, Intuit Direction +4, Listen +4, Move Silently +3,
Profession (clown) +4, Perform +6, Search +6, Spot +4
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organisation: Solitary or pair
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement:3-4 HD (large)

Sometimes a skeleton is created from the remains of a person who desperately wanted to be a clown in life. Such skeletons have a mind of their own. They escape their master and become skeletal clowns. These creatures are frustrated because they are unable to be good clowns. This makes them vicious beings.

A skeletal clown looks like a skeleton created from a medium-sized humanoid. It wears very large shoes, a pair of extremely wide pants with suspenders, and a bowler hat with a flower. They carry a special umbrella with them.

Handshake (Ex): As a standard action, a skeletal clown can attempt to shake the hand of an opponent. Only opponents with at least one free hand can be targets of such an attack. A skeletal clown gets a -4 penalty on this attack because it must hit the hand of the foe. This leaves a touch attack -3 melee, which deals 2d6 electrical damage on a hit.
Laugh! (Su): Three times a day, a skeletal clown can afflict a subject with uncontrollable laughter. This ability is similar to a Tasha's hideous laughter cast by a 4-th level sorcerer (Will save DC 13). A creature of a type other than a skeletal clown's type does not get a bonus on its save.
Special umbrella critical (Ex): A skeletal clown that scores a critical with its umbrella doesn't deal extra damage, but a dose of sneezing power is released from the tip of the umbrella. This causes the subject to sneeze for one round, acting as if he was dazed (see DMG 84). Creatures without olfactory senses are immune to this effect.
Squirt (Ex): Three times a day, as a standard action, a skeletal clown can squirt a 15 foot cone of acid from the flower on its bowler hat. This attack deals 3d4 damage (Reflex save DC 13 for half damage). Once used, a skeletal clown can't use this ability again for 1d4 rounds.
Immunities (Ex): Skeletal clowns have cold immunity. Because they lack flesh or internal organs, they have only half damage from piercing or slashing weapons.
Protruding feet (Ex): When a walking creature approaches a skeletal clown to 5 feet or closer, roll a d20: on 1-17 nothing special happens, on 18-20 that creature steps on the feet of the skeletal clown, causing the clown to be dazed for one round (see DMG 84).
Umbrella float (Su): As a free action, a skeletal clown can use its umbrella to float down when falling or jumping from high ground. This ability is similar to a feather fall cast by a 4-th level sorcerer. It has a personal range.
Undead traits: A skeletal clown is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A skeletal clown cannot be raised, and resurrection works only if it is willing. It has 60 foot darkvision.

Dungeons & Dragons material on these pages is distributed under the Open Game License Version 1.0a (view a copy of the license). All of this material is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, except that what is specifically designated as Open Game Content. Open Game Content in this case is the game mechanics of the Dungeons & Dragons game and other material and references to material from the System Reference Document.

Back to the Castle