Me.Mimic

Dead Jester Assassin

A jester in colorful fluffy attire brandishing a dagger.

Medium Humanoid, Non-Good

Armor Class 18

Hit Points 150 (20d8 + 60)

Speed 40 ft.

Initiative +13 (23)

STR DEX CON INT WIS CHA
13 (+1)
20 (+5)
16 (+3)
14 (+2)
16 (+3)
17 (+3)

Saving Throws Dex +9, Wis +7, Cha +7

Skills Acrobatics +13, Deception +7, Perception +7, Performance +11, Sleight of Hands +9, Stealth +9

Gear dagger, disguise kit

Senses passive Perception 17

Languages Common, Thieves’ cant plus two other languages

Challenge 10 (XP 5,900; PB +4)

A jester in colorful fluffy attire brandishing a dagger.

Dead Jester Weapon. The assassin carries one specially designed dagger engraved with necromantic runes, which is designed in a way that its blade breaks off inside the wound once a target is hit with it. An affected creature can’t regain any hit points and instead takes an equal amount of necrotic damage. Additionally, if the target dies, it can be resurrected only by a true resurrection or wish spell. The target or a creature within 5 feet of it can make a DC 20 Wisdom (Medicine) check as an action to remove the blade, ending the effect on a success.

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

Jesterly Jumps. Opportunity attacks against the assassin have disadvantage.

ACTIONS

Multiattack. The assassin makes three Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +9, reach 5 ft. or range 20/60 ft. Hit: 12 (3d4 + 5) piercing damage. The attack deals an extra 10 (3d6) piercing damage if the assassin has advantage on the attack roll, if the target is within 5 feet of one of the assassin’s allies, or if the target is affected by an assassin’s Vicious Mockery.

BONUS ACTIONS

Vicious Mockery. The assassin casts the vicious mockery spell (DC 15, 3d4 damage), using Charisma as spellcasting ability.

REACTIONS

Uncanny Dodge. Trigger: The assassin takes damage from a creature it can see. Response: The assassin halves the damage.

Trip. Trigger: A creature within 5 feet of the assassin misses it with a melee attack. Response: The target is knocked prone and can’t stand up until the end of its turn.

Medium Humanoid, Non-Good

Armor Class 16

Hit Points 110 (17d8 + 34)

Speed 40 ft.

Initiative +10 (20)

STR DEX CON INT WIS CHA
12 (+1)
19 (+4)
15 (+2)
13 (+1)
14 (+2)
15 (+2)

Saving Throws Dex +7, Wis +5, Cha +5

Skills Acrobatics +10, Deception +5, Perception +5, Performance +8, Sleight of Hands +7, Stealth +7

Gear dagger, disguise kit

Senses passive Perception 15

Languages Common, Thieves’ cant plus two other languages

Challenge 7 (XP 2,900; PB +3)

A jester in colorful fluffy attire brandishing a dagger.

Dead Jester Weapon. The assassin carries one specially designed dagger engraved with necromantic runes, which is designed in a way that its blade breaks off inside the wound once a target is hit with it. An affected creature can’t regain any hit points and instead takes an equal amount of necrotic damage. Additionally, if the target dies, it can be resurrected only by a true resurrection or wish spell. The target or a creature within 5 feet of it can make a DC 15 Wisdom (Medicine) check as an action to remove the blade, ending the effect on a success.

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

Jesterly Jumps. Opportunity attacks against the assassin have disadvantage.

ACTIONS

Multiattack. The assassin makes three Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +7, reach 5 ft. or range 20/60 ft. Hit: 9 (2d4 + 4) piercing damage. The attack deals an extra 7 (2d6) piercing damage if the assassin has advantage on the attack roll, if the target is within 5 feet of one of the assassin’s allies, or if the target is affected by an assassin’s Vicious Mockery.

BONUS ACTIONS

Vicious Mockery. The assassin casts the vicious mockery spell (DC 13, 2d4 damage), using Charisma as spellcasting ability.

REACTIONS

Uncanny Dodge. Trigger: The assassin takes damage from a creature it can see. Response: The assassin halves the damage.

Trip. Trigger: A creature within 5 feet of the assassin misses it with a melee attack. Response: The target is knocked prone and can’t stand up until the end of its turn.

Medium Humanoid, Non-Good

Armor Class 21

Hit Points 178 (21d8 + 84)

Speed 40 ft.

Initiative +16 (26)

STR DEX CON INT WIS CHA
14 (+2)
23 (+6)
18 (+4)
14 (+2)
18 (+4)
20 (+5)

Saving Throws Dex +11, Wis +9, Cha +9

Skills Acrobatics +16, Deception +9, Perception +9, Performance +16, Sleight of Hands +11, Stealth +11

Gear dagger, disguise kit

Senses passive Perception 19

Languages Common, Thieves’ cant plus two other languages

Challenge 14 (XP 11,500; PB +5)

A jester in colorful fluffy attire brandishing a dagger.

Dead Jester Weapon. The assassin carries one specially designed dagger engraved with necromantic runes, which is designed in a way that its blade breaks off inside the wound once a target is hit with it. An affected creature can’t regain any hit points and instead takes an equal amount of necrotic damage. Additionally, if the target dies, it can be resurrected only by a true resurrection or wish spell. The target or a creature within 5 feet of it can make a DC 25 Wisdom (Medicine) check as an action to remove the blade, ending the effect on a success.

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

Jesterly Jumps. Opportunity attacks against the assassin have disadvantage.

ACTIONS

Multiattack. The assassin makes three Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +11, reach 5 ft. or range 20/60 ft. Hit: 13 (3d4 + 6) piercing damage. The attack deals an extra 17 (5d6) piercing damage if the assassin has advantage on the attack roll, if the target is within 5 feet of one of the assassin’s allies, or if the target is affected by an assassin’s Vicious Mockery.

BONUS ACTIONS

Vicious Mockery. The assassin casts the vicious mockery spell (DC 18, 4d4 damage), using Charisma as spellcasting ability.

REACTIONS

Uncanny Dodge. Trigger: The assassin takes damage from a creature it can see. Response: The assassin halves the damage.

Trip. Trigger: A creature within 5 feet of the assassin misses it with a melee attack. Response: The target is knocked prone and can’t stand up until the end of its turn.