monster Red Jester

Red
Jester


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Main Bestiary

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Source:
Pathfinder d20pfsrd.com

A horrid walking corpse
appears, arrayed in brightly colored clothes, floppy shoes, and a bright red
jester’s hat complete with jingling bells sewn to the ends of the cap. The rigor
mortis seems to have permanently pulled the creature’s face into a broad and
horrific grin.















Red
Jester CR 10
XP 9,600

CN Medium undead

Init +8; Senses Darkvision 60ft.; Perception +15
DEFENSE
AC 24, touch 14,
flat-footed 20 (+4 Dexterity, +10 natural)

hp 67 (15d8)

Fort +5, Ref +9, Will +11

Defensive Abilities Channel Resistance +4, unassailable mind;

DR 10/magic; Immune undead traits; SR 21
OFFENSE
Speed 30 ft.

Melee +2 Light Mace of merriment +17
(1d6+4 plus merriment) or 2 slams +13 (1d4+2)

Ranged jester’s deck +15 (see below)

Space 5 ft.; Reach 5 ft.

Special Attacks fear cackle, jester’s deck, merriment
TACTICS
A red jester opens
combat using its fear cackle attempting to affect as many opponents as
possible. Those that resist its effects are assailed with its magical
playing cards and mace. During the entire combat, the red jester talks,
laughs, and tells jokes and riddles.
STATISTICS
Strength 15, Dexterity 18, Constitution
–, Intelligence 15, Wisdom 14, Charisma 16

Base Atk +11; CMB +13; CMD 27

Feats Ability Focus (fear cackle), Catch Off-Guard, Dodge, Improved Initiative, Mobility, Spring Attack, Throw
Anything
, Weapon Finesse

Skills Balance +17, Intimidate +16, Perform (act) +16, Perform (comedy) +20, Perform (oratory) +16, Perception +15, Sense
Motive
+15, Sleight of Hand +17, Stealth +17; Racial Modifiers
+4 Perform (comedy)

Languages Common plus any 2

Combat Gear jester’s deck; Other Gear +2 Light
Mace
of merriment
SPECIAL ABILITIES

Fear Cackle
(Su)

A red jester can
unleash a fear-inducing cackle as a free action. All creatures within
60 feet that hear it must make a successful DC 22 Will save or become
panicked for 2d4 rounds. Panicked creatures suffer a -2 morale penalty
on saves and flee (if possible). A panicked creature has a 50% chance
to drop what it’s holding. If cornered or unable to flee, a panicked creature
cowers. This is a sonic, mind-affecting fear effect. Whether or not the
save is successful, an affected creature is immune to that red jester’s
fear cackle for one day. The save DC is Charisma-based.

Jester’s Deck
(Su)

The red jester uses
a deck of playing cards in combat that functions as a deck of many things.
Once per round, as a standard action, the red jester can draw a single
card and throw it at an opponent to a range of 20 feet. This requires
a successful ranged touch attack. If successful, the card takes effect
that round and affects the target just as if he had drawn a card from
a deck of many things. A red jester can draw the same card more than once.
The playing cards only function in the hands of a red jester. To anyone
else, they are merely normal playing cards.

Merriment (Su)

If a red jester strikes
an opponent with its mace, the creature must make a successful DC 20 Will
save or fall to the ground laughing for 1d3 rounds. The opponent is not
helpless, but is unable to move or act for the duration. A mace of merriment
functions only in the hands of a red jester. In the hands of any other
creature it functions as a masterwork Light
Mace
.

Unassailable Mind
(Ex)


The mind of a red
jester is a twisted and dangerous place to journey. Being undead,
it is immune to all mind-influencing effects and should a creature target
the mind of a red jester with such an effect (including psionics, telepathy,
or the like), the creature attempting to invade the red jester’s mind
must make a successful DC Will save or suffer the effects of an insanity
spell (caster level 15th). The save DC is Charisma-based.
 

ECOLOGY 
Environment any

Organization solitary

Treasure standard
 

Red jesters are thought
to be the undead form of court jesters having been put to death for telling
bad jokes, making fun of the local ruler, or dying in an untimely manner (which
could be attributed to one or both of the first two). Another legend speaks
of the red jesters as being the court jesters of Orcus,
Demon Prince of the Undead, sent to the Material Plane to “entertain”
those the demon prince has chosen to pay special attention to. The actual truth
to their origin remains a mystery.

While they can be encountered
from the coldest to the warmest regions of the world and on any type of terrain,
a red jester is generally encountered near civilized areas. Though it is dead
(or undead) now, it still delights in entertaining living creatures through
its humor and obviously cannot do that if it resides far away in unsettled lands.
Some red jesters, in an effort to disguise their undead nature don masks or
wear makeup.

Red jesters speak Common
and at least two other languages and often engage in humor during combat, spilling
bad puns and riddles at their opponents.

Section 15: Copyright Notice – Tome of Horrors Complete

Red Jester from the Tome of Horrors Complete, Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

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