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Laughing Lacerator

Challenge
Alignment
Terrain
str
14
dex
20
con
17
int
16
wis
15
cha
17

AC 16 (padded cloth)

HP 127 (17d8 + 51; bloodied 63)

Speed 30 ft.


Proficiency +4; Maneuver DC 17

Saving Throws Str +2, Dex +5, Con +3, Int +7, Wis +6, Cha +7

Skills Insight +6, Perception +6, Performance +7 (+1d8), Persuasion +7

Damage Immunities psychic

Senses passive Perception 16

Languages Common


Chaotic Evil. The laughing lacerator radiates a Chaotic and Evil aura.

Derangement. The laughing lacerator never suffers penalties from mental stress effects .

Sneak Attack (1/Turn). The laughing lacerator deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the laughing lacerator’s target is within 5 feet of an ally of the lacerator while the lacerator doesn’t have disadvantage on the attack.


ACTIONS

Multiattack. The laughing lacerator attacks four times.

Dueling Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Throwing Dagger. Ranged Weapon Attack: +9 to hit, range 30/80 ft., one target. Hit: 7 (1d4 + 5) piercing damage.


BONUS ACTIONS

Bend Fate. Whenever a creature makes an attack roll, ability check, or saving throw within 50 feet of the laughing lacerator (including themselves), they can force that creature to reroll the d20 after the result of the roll is known but before the outcome is determined. They cannot reroll an attack roll, ability check, or saving throw that has already been rerolled using this trait.


REACTIONS

Uncanny Dodge. When an attacker the laughing lacerator can see hits them with an attack, they halve the attack’s damage against them.

Description

These deeply disturbed individuals have completely lost their grip on sanity and look at death and laugh and laugh and laugh. They keep on laughing with every life they cut short and it’s said that their disturbed cackling can even harm the souls of their victims.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.