Dead Jester Assassin
Small or Medium • Humanoid • Non-Good
Armor Class 18
Hit Points 150 (20d8 + 60)
Speed 40 ft.
Initiative +9 (19)
| 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
CR 10 (5,900 XP; PB +4)

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 (spell save 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.
Dead Jester Assassin
Small or Medium • Humanoid • Non-Good
Armor Class 16
Hit Points 110 (17d8 + 34)
Speed 40 ft.
Initiative +7 (17)
| 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
CR 7 (XP 2,900; PB +3)

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.
Dead Jester Assassin
Small or Medium • Humanoid • Non-Good
Armor Class 21
Hit Points 178 (21d8 + 84)
Speed 40 ft.
Initiative +11 (21)
| 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
CR 14 (XP 11,500; PB +5)

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.
QUICK REFERENCE
Habitat
- Noble courts with a dark underbelly
- Ruined theaters or opera houses
- Hidden assassin guild lairs
Behavior
- Obsessed with performance and flair
- Prefers flashy disguises over unassuming ones
- Has no problem playing the idiot or being ridiculed while disguised
Information (Intelligence Check)
- DC 14 Insight: Assassin uses misdirection and provocation in combat, but can become too immersed in the act
- DC 17 History: Serves as the assassins of the finest caliber, those that even shed their pride to ensure the kill
- DC 20 Arcana: Known for their daggers, which are etched with necrotic runes of anti-healing
Combat
- Opens with surprise round if possible, aiming for high-damage burst potentially directly using their signature dagger
- Prioritizes attacking targets where it deals bonus damage, those who knocked prone by its Trip or easily affected by its Vicious Mockery
- Uses its higher movement speed and Jesterly Jumps traits to avoid being ganged upon or even keeping completely out of their melee range, while closing the distance to the squishy backliners
Loot Ideas
- Dead Jester Dagger if unused or a fragment of it
- Disguise kit
- Contracts or other coded information
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
