The devil's chalky, distended face is flanked by oversized ears and a mop of unruly, red hair. Its face is frozen in a grin with a vibrant, long tongue lolling from a perpetually open mouth. Make no mistake, though, beneath the vein juggler's ludicrous countenance lays a bloodthirsty beast. The acrobat wears a ruffled color of white top its bodysuit of a red and black checkerboard pattern. A ring of rusty spikes pierces the fiend's wrists. This leaves its hands slick with toxic blood that the vein juggler coalesces into balls for both combat and entertainment.
Shock and Awe Troops. Vein Jugglers, as absurd as they are, make up the elite troops and everyday performers of the King of Fools Cavalcade. Their cartoonish mannerisms distract the masses who often assume them to be grotesque clowns. Disturbing or not, the vein jugglers further pacify the audience by tossing out bread and sweets. Their supernatural physique allows them to perform the most amazing stunts. At the same time, it also carries the devils into the thick of a fight with breathtaking alacrity. One moment the troupe of infernal buffoons is making everyone thoughtlessly clap and laugh, the next it catapults into a group of 'troublemakers' and revels in the blood it sheds.
Vein Jugglers
medium devil, lawful evil
Str 11 Dex 18 Con 14 Int 10 Wis 10 Cha 16
Skills Acrobatics +6, Performance (buffoonery) +5
Damage Resistances poison, necrotic
Condition Immunities Charmed, Frightened, Poisoned
Senses darkvision 120ft, passive Perception 10.
Leaper:
The vein juggler can long jump up to 30 feet and high jump up to 10ft without having to move first. Every 2 feet of distance the vein juggler jumps counts as 1 foot of movement.
Necrotic Sink:
Whenever a creature within 20ft of the vein juggler regains hit points it reduces the number of hit points it would gain by half. Creatures that are immune or resistant to necrotic damage are immune to this effect.
Topple:
If the vein juggler moves at least 20 feet toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 14 Dexterity saving throw or be knocked prone. If the target is knocked prone, the vein juggler can make one blood ball attack against it or a creature within 20ft as a reaction.
Actions
Mutliattack:
The vein juggler can make either 1 slam attack or two blood ball attacks as one action.Slam:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.
Blood Ball:
Melee Ranged Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) necrotic damage.
Siphoning Act (Recharge 6):
As a bonus action, the devil's blood balls swell in size and it puts on the performance of its life. Until the end of the vein juggler's turn, each successful blood ball attack deals an additional 1d4 necrotic damage and the vein juggler regains hit points equal to the amount necrotic damage done.
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