11 months ago

Tricky the clown DND stats


Tricky the Clown, CR 14

Medium humanoid (clown), chaotic evil

Armor Class: 18 (natural armor)

Hit Points: 225 (18d8+144)

Speed: 40 ft., jump 100 ft.

STR: 20 (+5) DEX: 18 (+4) CON: 26 (+8) INT: 8 (-1) WIS: 10 (+0) CHA: 14 (+2)

Skills: Athletics +11, Intimidation +6, Perception +6, Stealth +8

Damage Immunities: fire

Condition Immunities: frightened

Senses: darkvision 60 ft., passive Perception 16

Languages: Common, Madness Combat language

Actions:

Multiattack. Tricky makes three attacks with his street sign.

Street Sign. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage.

Flaming rage. Tricky transforms into a flaming demon, gaining the following benefits for 1 minute:

- Resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons

- Melee attacks deal an extra 3d6 fire damage

- Strength score increases to 24 (+7)

- AC increases to 22 (natural armor)

- Tricky can use an action to make a Hellfire Blast attack.

Hellfire Blast. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 22 (4d10) fire damage.

Portable Improbability Drive. Tricky can use this device to teleport up to 60 ft. as a bonus action. Once per day, he can also use the device to cast the spell Time Stop.

Evasion. If Tricky is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Reactions:

Uncanny Dodge. When an attacker Tricky can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

Legendary Actions:

Tricky can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tricky regains spent legendary actions at the start of his turn.

Street Sign. Tricky makes one attack with his street sign.

Warp Jump. Tricky moves up to his jump distance without provoking opportunity attacks.

Flame Burst (Costs 2 Actions). Tricky releases a burst of fire in a 20-foot radius. Each creature in that area must make a DC 20 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one.



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