The Wandering Jester Medium fiend, chaotic evil Armor Class 15 (natural armor)

15 (natural armor) Hit Points 130 (20d8 + 40)

130 (20d8 + 40) Speed 35 ft. STR DEX CON INT WIS CHA 15(+2) 10(+0) 15(+2) 17(+4) 11(+0) 22(+6) Skills Performance +10

Performance +10 Condition Immunities frightened, charmed

frightened, charmed Senses passive Perception 10

passive Perception 10 Languages Abyssal, Common, Dwarvish, Elvish, Gnomish, Halfling

Abyssal, Common, Dwarvish, Elvish, Gnomish, Halfling Challenge 15 (9,500 XP) Magic Resistance. The Jester has advantage on saving throws against spells and other magical effects

Spellcasting. The Jester's spellcasting ability is Charisma (Spell Save DC 18, +10 to hit)

Cantrips (at-will): dancing lights, friends, thunderclap, minor illusion, vicious mockery

1st level (4 slots): charm person, disguise self, dissonant whispers, tasha’s hideous laughter, thunderwave

2nd level (3 slots): crown of madness, hold person, shatter

3rd level (3 slots): fear, hypnotic pattern, stinking cloud 4th level (3 slots): greater invisibility, dimension door, freedom of movement

5th level (3 slots): dominate person, geas, seeming

6th level (2 slots): mass suggestion, otto’s irresistible dance

7th level (2 slots): forcecage, symbol

8th level (1 slots): feeblemind

9th level (1 slots): power word kill

Crowd. Many commoners listening to the Jester have fallen under the Jester's influence and will hinder the party. The Jester starts with 14 commoners in the crowd in this state. They are charmed and considered allied to the Jester and will crowd infront of enemies to block their path and attempt to grapple any who come close. It is frenzy and the Jester's songs grants them advantage on grapple checks and stopping a creature from breaking free. It is obvious to anyone looking that they appear to not be in a right state of mind.

Others in the crowd will run or hide once combat starts.

Actions Multiattack. The jester makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage.

Song of Fear (1/Day). The Jester casts fear on its choice of creatures that can hear its song as it plays from a bagpipe of rotten flesh.

Reactions

Spine Shiver (4/Day). When a creature makes an attack against the jester or an ally of the jester within 60 ft, the jester can sing a terrifying and disheartening song. The attacking creature subtracts 2d6 from the attack roll.

A party may run into the Jester on the road or at a dark lonely tavern, entertaining a crowd of commoners. At first it would perform for the group and try to get them to laugh along. If they don't, it starts to grow angery.

When it sees a party of adventuers join the group of commoners it casts Freedom of Movement on itself, using Performance to attempt to mask the casting from any Perception checks.

If the party starts to rouse suspecion it will cast Symbol (Death) on a single card on a random tarot card from a deck it carries, using Performance to attempt to hide the casting from any Perception checks, and have any commoners under its sway move out of range of the spell. It will ask 1 of the players to pull the top card as part of the next trick.

Preparation Tip Prepare some creepy and terrifying limericks and tunes ahead of time for it to use with its bardic abilities