b'Grim Jester (Frog God Games) \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  136 (16d8 + 64)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  22 (+6)  CON:  18 (+4)  INT:  16 (+3)  WIS:  16 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +10,  Constitution  +8,  Charisma  +9  Skills   Acrobatics  +10,  Deception  +9,  Perception  +7,  Performance  +9,  Sleight of Hand  +10,  Stealth  +10  Damage Resistances  cold  Damage Immunities  necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   darkvision  60 ft., passive  Perception  17  Languages  Abyssal, Celestial, Common, Gnomish, telepathy 60 ft.  Challenge  11 (7,200 XP) \n'b' Special Traits \n'b'   Innate Spellcasting . The jester\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:\n'b'\n'b'   At will :  disguise self ,  grease ,  inflict wounds ,  magic mouth ,  misty step  \n'b'  3/day each :  contagion ,  mirror image  \n'b'  1/day each :  delayed blast   fireball ,  finger of death ,  mislead ,  seeming  \n'b'\n'b'  Last Laugh . Unless it is destroyed in a manner amusing to the god of death that created it, the  grim jester  is brought back after 1d20 days in a place of the god\xe2\x80\x99s choosing. \n'b'  Mock the Dying . Death saving throws made within 60 feet of the jester have disadvantage. \n'b'  Turn Resistance . The jester has advantage on saving throws against any effect that turns undead. \n'b'  Actions \n'b'   Joker\xe2\x80\x99s Shuffle (recharge 6) . The jester forces one Medium or Small humanoid within 60 feet to make a DC 17  Charisma  saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17). \n'b'  Killing Joke (recharge 6) . The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17  Wisdom  saving throw. Those that fail fall  prone  in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from  prone . At the end of its turn each round, an incapacitated victim must make a successful DC 17  Constitution  saving throw or be reduced to  0 hit points . The laughter can be ended early by rendering the victim unconscious or with  greater restoration  or comparable magic. \n'b'  Reactions \n'b'   Ridicule Hope (recharge 4-6) . When a spell that restores  hit points  is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the  hit points  the spell would have cured and is necrotic.'