16 (studded leather)
45 (10d8)
30 ft.
Acrobatics +7, Deception +6, Perception +5, Performance +6, Persuasion +6
Common, Thieves' cant, and one other
5
If the jester is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jester instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
The jester's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The jester can innately cast the following spells, requiring no components • At will: friends, prestidigitation, vicious mockery (5th level) • 2/Day each: charm person, dancing lights, dissonant whispers (2nd level), jump • 1/Day each: cloud of daggers (3rd level), expeditious retreat, suggestion
The jester has advantage on saving throws against spells and other magical effects.
The jester can take the Disengage or Hide action as a bonus action on each of its turns.
The jester deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the jester that isn't incapacitated and the jester doesn't have disadvantage on the attack roll.
The jester can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The jester has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
The jester makes three attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.