Quartz 5

Clown
Medium aberration (clown, shapechanger), chaotic neutral
Armor Class 15
Hit Points 172 (15d10 + 90)
Speed 30 ft.
STR
23 (+6)
DEX
20 (+5)
CON
22 (+6)
INT
11 (+0)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws Str +9, Dex +8, Cha +7
Skills Acrobatics +8, Performance +7
Senses passive Perception 12
Languages Common
Challenge Rating 13 (10,000 XP) Proficiency Bonus +3
Limited Magic Immunity. The Clown can't be affected by spells of 5th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Regeneration. The Clown regains 20 hit points at the start of its turn if it has at least 1 hit point. Missing limbs are restored after 24 hours.

Magic Item Savant. Whenever the Clown deals damage using a spell or magic item, it deals one extra die of its damage. The Clown does not expend charges when using magic items. In addition, the Clown ignores all requirements on magic items when attuning or using them.

Magic Weapons. The Clown's weapon attacks are magical.

Actions
Multiattack. The Clown makes two melee attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Change Shape. The Clown polymorphs into any medium or smaller creature or object, or back to its true form. Aside from its size, its statistics are the same in each form. All forms have a strong resemblance to the Clown's true form. When a Clown dies, it remains in its current form until it dissolves into spoiled Clown Milk after 2d4 days.

Lesser Reality Bend. The Clown creates a large or smaller non-magical item within 10 feet of it, which lasts for 1 minute. During this duration, the Clown can use its bonus action to alter the appearance of the item, such as making it dance or appear to speak. The Clown can imbue the item with physical traits, such as sound, smell, or making it solid to touch. If the Clown creates a tiny item, it can be a common magic item, or possess similiar effects. If so, this item must appear on the Clown, such as in a pocket or being held. The Clown decides if a tiny item dissapears after 1 minute or becomes permanent.
Reactions
Toonish Resistance. The Clown ignores one effect that would deal damage to it.

Clown Milk Dependence. Clowns must drink half a gallon of Clown Milk per day or automatically suffer a level of exhaustion. If a Clown would suffer a level of exhaustion from not eating or drinking, they instead must drink double the Clown Milk required that day. If a Clown dies from Exhaustion, it immediately dissolves into spoiled Clown Milk.

Hammer Space. Clowns can store and retrieve non-living items in internal pocket dimensions. A Clown can store 500 pounds, not exceeding a volume of 64 cubic feet. The weight of items stored does not affect the Clown’s weight or carrying capacity. If the Clown dies, the items stored in its pocket dimension is scattered into the Nevermeant and Neverwas.

Shapeshifter. Clowns are able to modify their appearance and form at will. Turned Clowns have more difficulty shapeshifting away from their human form. Stats remain the same, even in object form. This means a Clown polymorphed as a cauldron can suddenly sprout legs, or simply hop, 30 ft a turn. It also doesn’t prevent speech. A Clown does subtle polymorphing as part of their facial expressions; a Clown frowning or smiling might purposefully exaggerate their lips and “makeup.”

Lesser Reality Benders. Clowns have strong internal Hume levels. This allows them to change their own reality easily. This is the source of their shapeshifting, regeneration, toonish resistance, and limited magic immunity. Clowns have weaker, but still high enough to qualify as a reality bender, external Hume levels. This is what allows them their ability to manifest objects, strengthen magic items, and overcome resistances to non-magic attacks. These last abilities are disabled in an SRA.

Important nuances with these stats:

  • With strong regeneration, limited magic immunity, toonish resistance, and their high HP, Clowns are very durable. When dealing with reality benders, the best way to kill them is by either being a more powerful reality bender and overriding their powers (limited magic immunity only goes up to 5th level spells) or by using surprise and anti-magic weaponry (such as a beryllium-bronze and telekill bullet fired from a sniper).
  • I thought about making Toonish Resistance require recharge on a 5-6, but then I remembered that rogues have Uncanny Dodge and so I decided Toonish Resistance would just be a better version. If you want to make Toonish Resistance just resistance, that’s fine.
  • I stole Limited Magic Immunity from Rakshasas. D&D 5.5e updated the phrasing to be clearer, but I wanted both Limited Magic Immunity and Toonish Resistance to be ambiguous on the meaning of “immune to magical effects.”
  • The Clown’s ability to manifest items is very wishy-washy. I tried to word Lesser Reality Bend as ambiguous as possible while still maintaining form. You have complete control over its interpretation.
  • The Circus is known for its magic items, whether it be candy or toys. Reality benders are known for being able to bend the rules of magic, including making magic items more powerful. So I wanted to add a trait that reflected that. Clowns often use magic items. Eugene and Pius have a bazooka that launches cream pies, for example. However, feel free to use the ye old SCP trait of “something goes unexpectedly wrong” if a Clown begins abusing this power. Infinite resurrections from a Rod of Resurrection or infinite fireballs from a Rod of Fireballs is too OP. These magic items should begin to malfunction after a while of continuous use, in the most comedic (tragedy is funny too) way possible.
  • Clowns are swarm creatures. I considered giving them Pack Tactics but decided that would make them too OP.

Clown Hunter
Medium aberration (clown, shapechanger), chaotic neutral
Armor Class 15
Hit Points 95 (10d10 + 40)
Speed 30 ft.
STR
24 (+7)
DEX
20 (+5)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws Str +9
Skills Athletics +9
Senses darkvision 60 ft., passive Perception 8
Languages Common
Challenge Rating 7 (2,900 XP) Proficiency Bonus +2
Regeneration. The Clown Hunter regains 25 hit points at the start of its turn if it has at least 1 hit point. Missing limbs are restored after 24 hours.

Reckless Attack. At the start of its turn the Clown Hunter can gain advantage on all melee attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Multiattack. The Clown Hunter makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Clown Hunter Elite
Medium aberration (clown, shapechanger), chaotic neutral
Armor Class 15
Hit Points 138 (12d10 + 72)
Speed 30 ft.
STR
24 (+7)
DEX
20 (+5)
CON
22 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws Str +10, Con +9
Skills Athletics +10, Stealth +9, Perception +6, Survival +6
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge Rating 9 (5,000 XP) Proficiency Bonus +3
Regeneration. The Clown Hunter Elite regains 25 hit points at the start of its turn if it has at least 1 hit point. Missing limbs are restored after 24 hours.

Assassinate. During its first turn, the Clown Hunter Elite has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Clown Hunter Elite scores against a surprised creature is a critical hit.

Sneak Attack. Once per turn, the Clown Hunter Elite deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the roll, or when the target is within 5 feet of an ally of the Clown Hunter Elite that isn't incapacitated and the Clown Hunter Elite doesn't have disadvantage on the attack roll.

Expert Tracker. The Clown Hunter Elite has advantage on Wisdom (Survival) checks made to track creatures.
Actions
Multiattack. The Clown Hunter Elite makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Clown Milk Production. Clown Hunters internally produces a gallon of Clown Milk per day. An adjacent creature can use an action to milk the Clown Hunter, causing it to excrete up to one pint of Clown Milk it has stored. Clown Hunter Elites are able to milk themselves. If the Clown Hunter would store more than 5 gallons of Clown Milk, it explodes, instantly killing it.

Bred to Hunt. Clown Hunters were genetically engineered to be ruthless monsters. They are just as comfortable attacking Clowns as other creatures. A Clown Hunter’s melee attacks cannot be prevented by a Clown’s Toonish Resistance.

Specialized Hunters. Clown Hunter Elites were given extra effort in their creation. They are more intelligent than other Clown Hunters, capable of leadership and strategy. A Clown Hunter Elite often commands other Clown Hunters in a hunting party. Not many Clown Hunter Elites exist, as their creator didn’t want them to be too independent. Each Clown Hunter Elite has a unique magical ability.