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Weird Wednesday: Final Laugh

Final Laugh    CR 3

XP 600
CE Persistent haunt (Tiny-sized clown mask)
Caster Level 3rd
Notice Perception DC 13 (to hear a squeaky horn)
hp 15; Trigger sight; Reset 1 day

final laugh - MylerEffect When the final laugh haunt is triggered, a horn squeaks, the creatures face becomes wet, and confetti surrounds their vision for 1d4 rounds. Creatures that fail a DC 14 Will save are followed by the final laugh haunt’s clown; it hovers just out of sight, performing a random prank every 1d4 hours (see table below).

Destruction The mask needs to be facing a golden mirror as holy water is splashed on it.

Adventure Hook A mischievous individual comes across the party and hire them to investigate the cult that cursed him (truly seeking a new target for the final laugh haunt).

d100          Prank
01-64         Water is sprayed on the creature’s face, dealing 1d2 nonlethal damage and imbuing the vulnerability to cold weakness for one round.
65-80         A loud squeaky horn blasts out loud deafening the creature for 1d4 rounds.
81-99         Confetti drifts down from above, functioning as glitterdust (DC 12 Will save negates).
100            The creature is compelled to play childish pranks whenever possible, everything from trying to trip random passerby, splashing water on a person, or even flipping up the half-orc’s kilt. This effect lasts for 1d4 hours; a DC 10 Will prevents the compulsion to commit a prank from overtaking a creature.

 

[Submitted by Tim Snow!]

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