Haunted Clown (3.5e Monster)

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Author: Leziad (talk)
Date Created: 20th June 2019
Status: Finished
Editing: Clarity edits only please
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Haunted Clown
Size/Type: Medium Undead (Dark Minded, Evil)
Hit Dice: 8d12 (52 hp)
Initiative: +10
Speed: 20 ft, fly 10 ft. (perfect), tk bike 50 ft. (average)
Armor Class: 21 (+1 Armor, +6 Dexterity, +4 Deflection), touch 20, flat-footed 15
Base Attack/Grapple: +4/+8
Attack: +1 Rebound Handaxe +12 Melee or Thrown (1d6+9 20/x3) + Sneak Attack
Full Attack: +1 Rebound Handaxe +12 Melee or Thrown (1d6+9 20/x3) + Sneak Attack
Space/Reach: 5 ft./5 ft.
Special Attacks: Cruel Gag, Jumpscare (DC 18), Haunted Telekinesis, Possession (DC 18), Sneak Attack 4d6+4
Special Qualities: DR 5/Good, Fast Healing 1, Far Range Invisibility, Hide in Plain Sight, Laugh if Off, Partial Incorporeality, Undead Traits
Saves: Fort +2, Ref +2, Will 6
Abilities: Str 18, Dex 22, Con , Int 10, Wis 12, Cha 18
Skills: Balance +12, Hide +12, Intimidate +16, Listen +8, Move Silently +8 (flying) or -8 (on ground), Perform (Comedy) +16, Spot +8, Ride +12, Tumble +12
Feats: CravenCoRB, Weapon FinesseB, Improved Initiative, Weapon FocusMS (Handaxe), Bag Full of Knick Knack
Environment: Haunted Amusement Parks
Organization: Solitary
Challenge Rating: 8
Treasure: +1 Rebound Handaxe, Haunted Clown Gown, Squeaky Shoes
Alignment: Chaotic Evil
Advancement: 9-20 HDs (Medium)
Level Adjustment:

You can't see anything, bit you can hear a faint squeaky sound behind you, coming closer and closer.

A Haunted Clown is a dilapidated, partially rotted human clown with gross proportions. They look deformed and sickly, usually with very large smiles, bloodied make up and other disturbing features. While stronger undead certainly exist, a Haunted Clown is surprisingly deadly. While their origin is quite known, it it hypothesized that they are the results of great death and tragedies, caused through malice in places of amusement. These creature are fierce killers, who revel in 'jokes', who really are simply bloody and cruel murders.


A Haunted Clown prefer to harass it foe well in advance, and weaken them with 'accidents' caused by it telekinesis. If one of it target become isolated, with will directly attack, using it jumpscare and sneak attack to quickly finish it up, or torment it a little beforehand. If forced in disadvantageous situation it will attempt to flee. Similarly it will not engage clearly superior foes. Finally if a haunted clown as the choice between a funny, convoluted or very painful way to kill someone vs a simple an efficient way, it will always choose the former.

Cruel Gag (Ex): Whenever a Haunted Clown successfully hit a creature who is denied her Dexterity to AC against it, she may perform a trick on it. While this often take the form of , kicking a sensitive body part, pulling down the target's pants or a blow up a water balloon filled with nasty liquid on their face. The target of a cruel gag is left Clumsy for 1d4 rounds, or until the target steady herself as a standard action. The target must also make a Will save or take 1 Daunt level. The save's DC is Charisma-based.

A Haunted Clown may perform a Cruel Gag with a touch attack with her Haunted Telekinesis.

Far Range Invisibility (Ex): A Haunted Clown is naturally invisible to creature more than 60 ft. away from it. If a creature see the clown through see invisibility it appear translucent and still benefit from concealment.

Haunted Telekinesis (Su): A Haunted Clown is always under the effect of telekinesis, it does not need to concentrate on it. Instead it may perform any of the telekinetic option as a standard action.

Additionally a Haunted Clown can replicate the effect of TK bike, creating a monocycle instead of a bicycle (statistically the same thing).

Laugh it Off (Ex): A Haunted Clown is but a character, a mask, given terrible purpose in undeath. Once per day, it may remove any negative status effect or mental control (such as being controlled) as a free action. As a result, the Haunted Clown laugh as hideous laughter for 1 round. It may do so even if it is otherwise unable or commanded against taking such an action.

Possession (Su): As a standard action, which provoke an attack of opportunity, a Haunted Clown may move into the space of a humanoid creature. The target is allowed a Will save to negate the possession, otherwise the clown take control of the target's body. It cannot use any of it supernatural ability while possessing the body of a creature. The haunted clown retain it mental ability score and cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. The subject remain aware during the possession and remember everything once the haunted clown leave her body. The possession last until the haunted clown is forced out, at which point the haunted clown reappear adjacent to the victim, dazed for 1 round. If the victim is killed or the haunted clown leave on it own volition, it reappear adjacent but isn't dazed.

If the possession fail, the clown is shunted back and may not attempt to possess the same target for 24 hours.The save's DC is Charisma-based.

Haunted Clown Gown[edit]

The strange, ghostly gown worn by a Haunted Clown function as a Elaborate Gown with no Max Dexterity or Armor Check penalty. When worn by a Haunted Clown it allow it to add it Charisma as a deflection bonus to AC.

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Leziad's Homebrew (3779 Articles)
AlignmentChaotic Evil +
AuthorLeziad +
Challenge Rating8 +
EnvironmentHaunted Amusement Parks +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeDark Minded + and Evil +
TitleHaunted Clown +
TypeUndead +