Ghoul Jester (5e Creature)

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Ghoul Jester[edit]

Medium undead, chaotic evil

Armor Class 13
Hit Points 126 (28d8)
Speed 30 ft.

16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 17 (+3)

Damage Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Common
Challenge 5 (1,800 XP)

Innate Spellcasting The ghoul's innate spellcasting ability is Charisma (spell save DC 14). The ghoul can cast the following spells, requiring no material components.

At will: dissonant whispers, hideous laughter, vicious mockery


Multiattack. Roll a d10 at the start of each of the ghoul's turns to determine its action for that turn:

1-4. The ghoul uses its Shriek then makes two attacks with its great flail.
5-7. The ghoul makes three attacks with its shortsword.
8-9. The ghoul casts two spells.
10. The ghoul spends its turn boasting about its great achievements and making terrible jokes.

Great Flail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must succeed on a DC 16 Constitution saving throw or take 12 (2d8 + 3) poison damage.

Shriek. The ghoul lets out a horrible gurgling cackle in a 30-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or drop everything it is carrying and become frightened. While it is frightened in this way it may use its action only to Dash away from the ghoul. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Insults. In response to being targeted by an attack (whether or not it hit and even if the attack dropped the ghoul to 0 hit points) the ghoul may cast vicious mockery against the attacker.

In Everlost, the capital city of Thanatos, his layer of the Abyss, Orcus likes nothing better than to watch gladiatorial combat in the arena known as the Carnage Pits. In order to pique the interest of their demon lord the Ghouls that participate in these contests of strength must have a sharp tongue and macabre sense of humour. To survive they must be strong enough to eradicate all challengers. The mightiest ghouls who fight in the pits are known as ghoul jesters and they are a strange mix of gladiator, clown and bard. Wielding a flail in one hand that most mortals would struggle to carry in two and a filthy short sword in the other, ghoul jesters pepper their attacks with insults and puns charged with magic. Occasionally Orcus sends one of them to the material plane to lead their lesser brethren to victory against the forces of good, though this is mercifully a rare occurrence since Orcus prefers to watch his ghoul jesters fight. When they are sent on such a mission a ghoul jester doesn't hesitate to directly attack foes of Orcus, preferring single combat as a means of culling the demon lord's enemies and showing off their own deadly prowess.

Undead Nature. A Ghoul Jester doesn't require air, food, drink, or sleep.

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