Cackler Species in D&D world | World Anvil
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Cackler

Cacklers are small, jabbering jesters that spice up performances with their chaotic antics. Their incessant cackling can inspire uncontrollable laughter by making everything- even the most horrifying spectacles- seem hilarious. Some cacklers excel at vocal mimicry and perform as impressionists; others put their sadistic bent to use by lurking in shadows and terrifying passersby. Some performers enjoy dressing cacklers in a variety of masks, hats, and costumes to lampoon public figures.   They often tend to serve Isad/Phunlous, Doathao/Oldes and Daro/Qaohr.
Related Ethnicities

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Cackler

Small celestial, chaotic evil
Armor Class 15 (natural armor)
Hit Points 10 3d6
Speed 30ft

STR
9 -1
DEX
16 +3
CON
11 0
INT
11 0
WIS
7 -2
CHA
12 +1

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Celestial
Challenge 1/2


Innate Spellcasting. The cackler's innate spellcasting ability is Charisma (spell save DC 11 , +3 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components:   At will: fire bolt   1/day: Tasha's hideous laughter   Last Laugh. When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage.   Mimicry. The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.   Spiked Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage.


 

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