This zombie's name is right on the nose, well, it would be if there wasn't a festering, red hole where its nose used to be. Sporting a soiled jester's outfit of purple and yellow, the zombie moves with startling alacrity, the jingle of rusted bells, and menacing laughter toward its prey. A revered children's entertainer before Death claimed the region, the cackling corpse still holds a soft spot for the young somewhere in its rotten brain. No matter how hungry it is, the risen will never attack a child (or halfling) and has on many occasions scooped up a youngster in its putrid arms and whisked them away to safety.
-Records of the Charnel House
The Cackling Corpse
Medium undead (zombie), chaotic evil
Str 14 Dex 6 Con 18 Int 6 Wis 13 Cha 5
Condition Immunities
exhaustion, poisoned
Damage Immunities poison
Senses
darkvision 60 ft., passive Perception 9
Absorb.
The zombie cackles incessantly while it can see any living creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the zombie and can hear the cackling must succeed on a DC 13 Wisdom saving throw or join in the insane laughter. On failure, the creature falls prone, becomes Incapacitated, and is unable to stand up while within 20ft of the zombie. A creature with an Intelligence score of 4 or less isn’t affected. If a creature fails this saving throw by 5 or more, they also take 4(1d8) psychic damage each round they remain laughing.
At the end of each of its turns, and each time it takes non-psychic damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the effect ends and the creature is immune to the zombie's Mad Cackle for 24 hours.
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