Carnival Monsters

by Raze_of_Sunshine

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Carnival of Monsters

Welcome to the Carnival

Here you will find a group of creatures to threaten even the rowdiest of festivities. The Cotton Candy Golem, Candy Crusher, and evil clowns are only some of the ghastly beasties that will cause trouble of devilish proportions.

Come for the treats, but beware the Tricks



Juggler

Medium humanoid, neutral evil


  • Armor Class 14
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 16 (+3)

  • Saving Throws Con +4, Wis +2
  • Skills Acrobatics +3
  • Senses passive Perception 10
  • Languages Common
  • Challenge 3 (700 XP)

Dark One's Blessing. When the juggler reduces a hostile creature to 0 hit points, they gain 6 temporary hit points.

Fiendish Blessing. The AC of the juggler includes its Charisma bonus.

Innate Spellcasting. The juggler's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The juggler can innately cast the following spells, requiring no material components:

At will: false life, mage hand, shield of faith

1/day each: cause fear, hex, hold person, misty step

Props. The juggler's patron has gifted them with the ability to summon magical prop weapons: Balls that crackle with unconstrained energy, a club that explodes with a thunderous force when it hits, and a ring that expands into a protective circle of blades.

Actions

Prop (Ball). Ranged Weapon Attack: +5 to hit, range 120 ft., one creature. Hit: 8 (2d4+3) bludgeoning damage, plus and additional 11 (2d10 ) force damage.

Prop (Club). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) bludgeoning damage, plus an additional 7 (2d6) thunder damage.

Prop (Ring). The juggler throws a ring to the ground causing a protective circle of swords to appear around them. Each creature within 5 ft. of them must make a Dexterity saving throw. A target takes 10 (3d6) force damage on a failed save, or half as much damage on a successful one.

TOO MUCH

SUGAR IS

BAD FOR

YOUR

HEALTH



Cotton Candy Golem

Large construct, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 161 (17d10+68)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 6 (−2) 9 (−1) 6 (−2)

  • Damage Vulnerabilities fire
  • Damage Resistances acid, cold, lightning
  • Damage Immunities bludgeoning, piercing, poison, psychic, from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands that of its creator but cannot speak
  • Challenge 6 (2300 XP)

Candied Body. The golem's body is formed from sticky sugar crystals. If the golem takes fire damage, the golem is set ablaze, taking 4 (1d6+1) fire damage at the start of its turns.

Additionally, while the golem is on fire, it deals an additional 6 (1d10) fire damage when it hits with a melee attack, a creature that starts its turn grappling or grappled by the golem it takes 6 (1d10) fire damage and has disadvantage on checks made to escape the grapple.

The golem can douse the flames by using its action to stop, drop and roll, becoming prone.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magical Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magical Weapons. The golem's weapon attacks are magical.

Actions

Multi-attack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or be knocked prone.



Candy Crusher

Medium construct, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 34 (4d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 5 (−3) 9 (−1) 6 (−2)

  • Saving Throws Str +5
  • Damage Vulnerabilities fire
  • Damage Resistances acid, bludgeoning
  • Damage Immunities poison, psychic, piercing
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands the languages of its creator but can't speak
  • Challenge 1 (200 XP)

Fragile. If a critical hit is scored against a candy crusher, add an additional 1d6 damage die.

Immutable Form. The candy crusher is immune to any spell or effect that would alter its form.

Magic Resistance. The candy crusher has advantage on saving throws against spells and other magical effects.

Magic Weapons. The candy crusher's weapon attacks are magical.

Actions

Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.


Drek

Small construct, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d6+12)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
9 (−1) 16 (+3) 16 (+3) 7 (−2) 9 (−1) 5 (−3)

  • Saving Throws Con +4
  • Skills Stealth +7
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, fatigued, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands that of its creator but cannot speak
  • Challenge 1/2 (100 XP)

Carnival Camouflage. The drek is a master at blending into the surrounding litter and debris. As a result the drek has advantage on Dexterity (Stealth) checks made to hide in carnival terrain.

Stench. Any creature other than a drek that starts its turn within 5 feet of the drek must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all dreks for 1 hour.

Actions

Multiattack. The drek makes two attacks using thrash.

Thrash. Melee Weapon Attack:+4, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.


Prize Doll

Tiny construct, unaligned


  • Armor Class 12 (Natural)
  • Hit Points 12 (5d4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 8 (−1) 8 (−1) 14 (+2)

  • Skills Perception +1
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, fatigued, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Understands that of its creator but cannot speak
  • Challenge 1/4 (50 XP)

False Appearance. While the prize doll remains motionless, it is indistinguishable from a normal prize doll.

Pack Tactics. The prize doll has advantage on an attack roll against a creature if at least one of the prize doll's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.. Hit: 4 (1d4+1) piercing damage.

Charm (1/Day). The prize doll targets one humanoid it can see within 30 feet of it. If the target can see the prize doll, the target must succeed on a DC 12 Wisdom saving throw against this magic or be charmed by the prize doll. The charmed target regards the prize doll as a trusted friend to be heeded and protected. Although the target isn't under the prize doll's control, it takes the prize doll's requests or actions in the most favorable way it can. This lasts until the end of the player's next turn.


Clown

Medium humanoid, unaligned


  • Armor Class 13 (Hide)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 14 (+2)

  • Saving Throws Dex +3
  • Skills Athletics +5, Intimidation +4
  • Senses passive Perception 10
  • Languages Common, Any one other
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the clown can move up to its speed toward a hostile creature that it can see.

Steadfast. The clown can't be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack. The clown makes two attacks with it's mallet.

Mallet. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Dagger. Melee or Ranged Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage


Clown (Possessed)

Medium humanoid, chaotic evil


  • Armor Class 15 (Studded Leather)
  • Hit Points 66 (12d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3)

  • Skills Acrobatics +4, Intimidation +5
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Whatever language the possessor speaks
  • Challenge 3 (700 XP)

Magic Resistance. The possessed clown has advantage on saving throws against spells and other magical effects.

Reckless. At the start of its turn, the possessed clown can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The possessed clown makes three melee attacks with it's mallet.

Mallet. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage with two hands.

Horrifying Visage. Horrifying Visage. Each non-undead creature within 60 feet of the possessed clown that can see them must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the possessed clown is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the possessed clown's Horrifying Visage for the next 24 hours.

Credits

  • created by reddit user Gift_of_Goob
  • On the cover Benjamin O'Donohoe's Haunted Carnival Clown art from ArtStation
  • Florencia Kristiana Carnivalle Master art from ArtStation
  • Nikita White Lines art from ArtStation
 

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