b'Prince Flippityflop \n'b'  Medium   humanoid  (clownfolk),  chaotic good  \n'b'  Armor Class  16  Hit Points  68 (8d8+32)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  23 (+6)  CON:  18 (+4)  INT:  14 (+2)  WIS:  11 (+0)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison  Damage Vulnerabilities  psychic  Damage Immunities   poisoned   Skills   Acrobatics  +9,  Athletics  +2,  Insight  +4,  Performance  +5,  Stealth  +8  Senses  passive  Perception  10  Languages  Common  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Adulation . As a bonus action, Flippityflop can target one living humanoid within 30 feet who is experiencing laughter, joy, or similar emotions (this includes emotions evoked by magic, such as  hideous laughter ). The target must make a DC 14  Constitution  saving throw or Flippityflop regains 3 (3d6)  hit points . \n'b'  Innate Spellcasting . Flippityflop\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 15). Flippityflop can innately cast the following spells with only somatic components:\n'b'\n'b'\n'b'  At will :  minor illusion ,  prestidigitation  \n'b'  1/day :  hideous laughter  \n'b'\n'b'  Leadership (Recharges after a Short or Long Rest) . For 1 minute, Flippityflop can utter a special  command  or warning whenever a non-hostile creature that he can see within 30 feet of him makes an  attack  roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Flippityflop. A creature can benefit from only one Leadership die at a time. This effect ends if Flippityflop is  incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Flippityflop makes three melee or  ranged attacks . \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 9 (1d6 + 6) bludgeoning damage. \n'b'  Juggling Pin .  Ranged Weapon Attack : +8 to hit, range 30/100 ft., one target.  Hit : 9 (1d6+6) bludgeoning damage. \n'b'\n'b' 3d6 \n'b' Clown Specialty \n'b' Skills or Abilities \n'b'\n'b' 3 \n'b' Acrobat  Acrobatics  +5 \n'b'\n'b' 4 \n'b' Animal Act  Animal Handling  +1 \n'b'\n'b' 5 \n'b' Cannonball Cannon Charge. If the clownfolk is fired at a target within 20 feet and then hits it with a slam  attack  on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12  Strength  saving throw or be forced  prone . Change Challenge Rating to 3. \n'b'\n'b' 6 \n'b' Contortionist  Sleight of Hand  +5 \n'b'\n'b' 7 \n'b'  Fire Swallower Fire Breath (Recharge 6) . The clownfolk exhales a 15-foot cone of fire. Each creature in that area must make a DC 12  Dexterity  saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Change Challenge Rating to 3. \n'b'\n'b' 8 \n'b' Fortune Teller  Insight  +2 \n'b'\n'b' 9 \n'b' Freak Show  Intimidation  +5 \n'b'\n'b' 10 \n'b'  Juggler Juggling Pin .  Ranged Weapon Attack : +5 to hit, range 30/100 ft., one target.  Hit : 6 (1d6 + 3) bludgeoning damage. \n'b'\n'b' 11 \n'b'  Knife Thrower Throwing Knife .  Ranged Weapon Attack : +5 to hit, range 30/100 ft., one target.  Hit : 5 (1d4+3) piercing damage. \n'b'\n'b' 12 \n'b'  Musician Tool Proficiency : Musical Instrument +5 \n'b'\n'b' 13 \n'b'  Plate Spinner Plate .  Ranged Weapon Attack : +5 to hit, range 30/100 ft., one target.  Hit : 5 (1d4 + 3) slashing damage. \n'b'\n'b' 14 \n'b' Stage Magician  Arcana  +2 \n'b'\n'b' 15 \n'b' Stagehand  Stealth  +5 \n'b'\n'b' 16 \n'b'  Stilt Walker Stilt .  Melee Weapon Attack : +5 to hit, reach 15 ft., one target.  Hit : 5 (1d4 + 3) bludgeoning damage; Speed 15, unaffected by  difficult terrain  \n'b'\n'b' 17 \n'b' Trapeze Artist  Athletics  +2 \n'b'\n'b' 18 \n'b' Unicyclist Tool Proficiency: Unicycle +5, Speed 40 \n'b'\n'b' ABOUT \n'b' Clownfolk dress in wide, baggy trousers, puffy jackets and soft, pointed caps. Their costumes have an endless variety of colorings and combinations of colors, making the groups look remarkably bright and pleasing. The faces of the clowns are painted in a fanciful way, with rings of red and blue and yellow on their cheeks, and spots and streaks of the same gorgeous colors over their eyes and around their chins. \n'b' Clownfolk are never still, leaping and tumbling and turning somersaults while others juggle with balls, or balancing long feathers and sticks upon their noses and chins. \n'b' Clownfolk have unique abilities and specialize in a variety of entertaining skills, some of which have application in combat. \n'b' Prince Flippityflop appears in a red and white striped puffy shirt and pants, with striped socks to match. His eyes and lips are painted orange, and he wears a pointed white cap.'