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CR 5 – Aberration – The Mocking Gesture

Tier 2 play

**Monster Name:** The Mocking Gesture

**Size, Type, Alignment:** Medium, Aberration, Chaotic Neutral

**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85, Speed 30 ft.

**Ability Scores:**

Strength 12 (+1),

Dexterity 16 (+3),

Constitution 14 (+2),

Intelligence 10 (+0),

Wisdom 14 (+2),

Charisma 18 (+4)

**Proficiencies:** Saving Throws: Dexterity +6, Charisma +7; Skills: Deception +7, Performance +7

Damage Resistances: Psychic; Damage Immunities: None; Condition Immunities: Charmed, Frightened

**Senses:** Darkvision 60 ft., Truesight 30 ft., Passive Perception 12

**Languages:** Understands Common and Deep Speech but cannot speak

**Challenge Rating (CR):** 5

**Special Abilities:**

– **Mocking Aura:** Creatures within 10 feet of the Mocking Gesture must succeed on a DC 15 Wisdom saving throw or have disadvantage on saving throws against being frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns.

– **Gestural Manipulation:** As a bonus action, the Mocking Gesture can create an illusory duplicate of itself that lasts until the end of its next turn. The duplicate cannot attack but can distract enemies, granting the Mocking Gesture advantage on its next attack roll.

**Actions:**

– **Multiattack:** The Mocking Gesture makes two attacks with its Gesture Strike.

– **Gesture Strike:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) psychic damage. On a hit, the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.

– **Taunting Wave (Recharge 5-6):** The Mocking Gesture releases a wave of mocking laughter in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also frightened until the end of their next turn.

**Description:** The Mocking Gesture is a bizarre aberration that embodies the essence of ridicule and mockery. With a form that shifts and changes, it often appears as a grotesque caricature of humanoid features, exaggerated and comical. Originating from the chaotic realms of the Far Realm, it delights in sowing discord and fear among adventurers. In combat, it uses its agility and illusions to confuse foes, striking with psychic attacks that leave them disoriented and vulnerable. Its demeanor is playful yet sinister, often taunting its opponents with laughter and jibes, making it a unique and challenging foe for any party.

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