b'Red Jester \n'b'  Medium   undead ,  chaotic neutral  \n'b'  Armor Class  14 (natural armor)  Hit Points  67 (15d8)  Speed  30 ft.\n'b' STATS STR: 15 (+2) DEX:  17 (+3)  CON:  10 (+0)  INT:  15 (+2)  WIS:  14 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6  Skills   Acrobatics  +6,  Deception  +6,  Sleight of Hand  +6  Damage Resistances  bludgeoning, piercing, and slashing damage from nonmagical attacks  Damage Immunities  necrotic, poison  Condition Immunities   exhaustion ,  frightened ,  poisoned ,  unconscious   Senses   darkvision  60 ft., passive  Perception  12  Languages  Common and any two others  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Unassailable Mind . The mind of a red jester is a twisted and dangerous place to peer into. If a living creature targets a red jester with an  attack  that normally causes psychic damage or tries to use telepathy on a red jester, that creature must make a successful DC 13  Intelligence  saving throw or be cursed, with an effect identical to a permanent  confusion  spell. The  confusion  effect can be ended only by magic that lifts the curse. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . A red jester makes two Fist attacks or two Mace attacks. \n'b'  Fist .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 9 (1d12 + 3) bludgeoning damage. \n'b'  Jester\xe2\x80\x99s Deck .  Ranged Weapon Attack : +6 to hit, range 20 ft., one creature.  Hit : The target creature is affected as if it drew a random card from the  deck of many things . In the hands of anyone but a red jester, the jester\xe2\x80\x99s deck acts as a normal, nonmagical deck of playing cards. +2 Mace of Merriment.  Melee Weapon Attack : +7 to hit, reach 5 ft., one creature.  Hit : 14 (2d8 + 5) bludgeoning damage and the target must make a successful DC 14  Wisdom  saving throw or be  paralyzed  with merriment for 1d3 rounds. In the hands of anyone but a red jester, the weapon acts as a +1 mace. \n'b'  Fear Cackle (1/day) . The red jester unleashes a  fear -inducing cackle. All creatures within 60 feet that hear the cackle must make a successful DC 14  Wisdom  saving throw or be  frightened  for 2d4 rounds. A  frightened  creature has a 50% chance of immediately dropping everything it holds in its hands. \n'b'\n'b' ABOUT \n'b' Red jesters are thought to be undead court jesters 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 \xe2\x80\x9centertain\xe2\x80\x9d those the  demon  prince has chosen to pay special attention to. While they can be encountered anywhere 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.'