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This stocky giant has a face that resembles that of a demented clown.



Mara Clown (CR 9) XP 4,800
LE Large outsider (giant, native, oni, shapechanger) Init +7; Senses darkvision 60 ft., low-light vision; Perception +13
--- AC 21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, –1 size) hp 92 (8d10+48); regeneration 5 (fire or acid) Fort +12, Ref +5, Will +10 SR 20
--- Speed 40 ft. Melee 2 slams +14 (1d6+7 and grab) Ranged improvised weapon +10 (up to 2d6+7) Space 10 ft.; Reach 10 ft. Special Attacks gaze, hexes (cackle, evil eye, misfortune, DC 17), kidnap Spell-Like Abilities (CL 8th)
Constant—mage armor (1st)
At will—hideous laughter (2nd) (DC 15), invisibility (2nd)
3/day—dispel magic (3rd), grease (1st) (DC 14), stinking cloud (2nd) (DC 15)
1/day—dimension door (4th)
--- Str 24, Dex 17, Con 23, Int 17, Wis 14, Cha 17 Base Atk +8; CMB +16; CMD 29 Feats Combat Reflexes, Improved Initiative, Iron Will, Throw Anything Skills Bluff +14, Disguise +14, Intimidate +14, Knowledge (arcana) +14, Perception +13, Perform (comedy) +13, Sense Motive +13, Spellcraft +14, Use Magic Device +14 Languages Common, Giant, Gnome, Goblin SQ change shape (Small or Medium humanoid; alter self)
--- Environment temperate hills Organization solitary, pair, or gang (1-2 and 2-4 bugbear rogues of 2nd-4th level) Treasure double
--- Gaze Hideous laughter (as per the spell, CL 3rd), 30 feet, Will DC 17 negates. The save DC is Charisma-based. Hexes (Su) A mara clown can use the cackle, evil eye, and misfortune witch hexes (save DC 17), with an effective witch level equal to its racial Hit Dice. A mara clown's racial Hit Dice stack with any witch levels it possesses for the purpose of any hex, major hex, or grand hex it possesses. Kidnap (Ex) While grappling, a mara clown can make a grapple check to move as a swift action. In addition, a mara clown who uses the dimension door spell-like ability while grappling may bring along any creature grappling it. An unwilling creature may attempt a DC 17 Will save to negate the effect of the dimension door on itself. This save DC is Charisma-based.

Possessed of a demented and infectious sense of humor, mara clowns are oni who wear the body of an ogre with a warped, clown-like face. Some mara clowns play up this characteristic, dressing in colorful entertainer's outfits that complement their face, while others treat their facial features as incidental, preferring plain trousers and sleaveless shirts. Whatever their garb, mara clowns delight in abducting children, becoming invisible or assuming the forms of harmless playmates in an effort to get close to their victims. The abduction of well-guarded children, in particular, is a form of sport among mara clowns. Abducted children are rarely seen again.

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