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“Amadan: The Laughing Trickster of Fey Shadows”

Amadan: The Laughing Trickster of Fey Shadows
Create

Amadans resemble ragged wanderers with hollow eyes that glimmer with mocking mirth. Their wiry frames are draped in tattered garments of clashing colors, often patched with charms, feathers, or trinkets stolen from the unwary. Their faces are painted in grotesque smiles—whether by pigment, scars, or the unnatural pull of their expressions—lending them a jester’s mask of unsettling delight.

Behaviour

They move with erratic energy, alternating between manic laughter and eerie stillness. They delight in confounding mortals with riddles, cruel jokes, and unsettling prophecies disguised as nonsense. While rarely directly violent at first, their capricious moods can shift without warning, turning jest into malice with terrifying speed.

Habitat

These fey tricksters drift across wild moors, forest edges, and lonely crossroads, appearing most often under the silver glow of the moon. They shun settled cities, preferring liminal spaces—boundaries between wild and tame, night and day, safety and peril.

Modus Operandi

An Amadan seldom strikes head-on. Instead, it lures prey with mocking laughter, riddling speech, and illusions of harmless folly. Should it be provoked, it uses confusion and charm to sow chaos among its foes, feeding on fear and humiliation before delivering swift, cunning strikes. More often, its true weapon is its tongue: a single curse-laden jest can unravel courage, pride, or sanity.

Motivation

Above all, the Amadan seeks amusement in mortal folly. Its driving hunger is not for flesh or treasure, but for the spectacle of dignity undone, pride humbled, and secrets laid bare. Some whisper that each jest hides a prophecy, and that mocking an Amadan ensures one’s own doom.

  • Amadan 5e 2024
  • Amadan, Pathfinder 1E
  • Amadan, Pathfinder (Homebrew)
Amadan: The Laughing Trickster of Fey Shadows
Create

Medium Fey, Chaotic Neutral


Armor Class 15
Hit Points 120 (16d8 + 48)
Speed 40 ft.

STRDEXCONINTWISCHA
10 (+0)18 (+4)16 (+3)14 (+2)15 (+2)19 (+4)

Saving Throws Dex +8, Wis +6, Cha +8
Skills Deception +8, Insight +6, Performance +8, Stealth +8
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages Sylvan, Common, telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3


Innate Spellcasting.

The Amadan’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: charm person, disguise self, minor illusion, vicious mockery
  • 3/day each: confusion, enthrall, phantasmal force, suggestion
  • 1/day each: dominate person, geas, mislead

Maddening Jest (Recharge 5–6).

It releases a peal of mocking laughter. Each creature of the Amadan’s choice within 30 feet that can hear it must succeed on a DC 16 Wisdom saving throw or be affected as if by the confusion spell until the end of the Amadan’s next turn. On a failed save, a creature also takes 10 (3d6) psychic damage.


Actions

Mocking Strike. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 30 ft., one creature.
Hit: 15 (3d8 + 4) psychic damage. The target has disadvantage on the next attack roll it makes before the end of its next turn.

Words Like Knives (Recharge 4–6). It hurls a barrage of vicious jests. Each creature of the Amadan’s choice that it can see within 60 feet must succeed on a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much on a successful one.


Reactions

Twist of Fate. When a creature the Amadan can see within 30 feet makes an attack roll or saving throw, the Amadan utters a cutting remark. The creature rolls with disadvantage, potentially changing the outcome.


Legendary Actions

It can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Amadan regains spent legendary actions at the start of its turn.

  • Mocking Step. It magically teleports up to 20 feet to an unoccupied space it can see.
  • Cutting Remark. One creature the Amadan can see within 30 feet must succeed on a DC 16 Charisma saving throw or have disadvantage on the next attack roll it makes before the start of the Amadan’s next turn.
  • Cackle of Doom (Costs 2 Actions). Each enemy within 10 feet of the Amadan that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the Amadan’s next turn.

Combat

The Amadan avoids direct combat whenever possible, opening with Maddening Jest to scatter its foes. It uses illusions and enchantments to disrupt and isolate targets, while Mocking Step keeps it out of reach. Against confident or boastful enemies, the Amadan delights in unleashing Words Like Knives to shatter morale before slipping away into laughter and shadow.


Amadan’s Lair

When an Amadan lingers too long at a crossroads, moonlit glade, or abandoned hall, its chaotic presence warps the site into a stage for cruel humor.

Lair Actions

On initiative count 20 (losing initiative ties), the Amadan can cause one of the following magical effects within its lair:

  • Echoing Laughter. Each enemy within 30 feet must succeed on a DC 16 Wisdom saving throw or have disadvantage on the next attack roll it makes before initiative count 20 of the next round.
  • Trick of the Eye. It creates an illusory duplicate of itself within 30 feet that lasts until the start of its next turn. Attacks against the Amadan have a 50% chance to target the duplicate instead.
  • Stumbling Jest. Up to three creatures of the Amadan’s choice within 20 feet must succeed on a DC 16 Dexterity saving throw or fall prone as the ground shifts with illusory cobblestones or roots.

Regional Effects

The land within 1 mile of an Amadan’s lair becomes subtly warped by its presence. The effects end 1d10 days after the Amadan departs.

  • Whispering Jests. Travelers often hear faint, mocking laughter or whispered insults, though no source can be found.
  • Confounding Paths. Trails and roads seem to loop back on themselves unless navigators succeed on a DC 15 Wisdom (Survival) check.
  • Cruel Omens. Locals suffer strange coincidences—dreams of being mocked, or finding masks, feathers, or playing cards in places they shouldn’t exist.
Amadan: The Laughing Trickster of Fey Shadows
Create

This wry little man appears much like a wizened, deformed elf. His back is wrenched and his limbs curl slightly in on themselves. Despite these seemingly crippling injuries, he moves gracefully, twirling an oversized baton in the air.

Taken from Creature Codex

Also known as “fey fools,” amadans are emissaries of fey courts and spies in mortal lands. Appearing as deformed humanoids, they can pass unnoticed in societies that would react to more obviously magical creatures. Amadans seek secrets or valuable items for their fey masters, such as plans for intrusions into forests or the weapons of notorious fairy slayers. Their cover identity is often unremarkable—a beggar, court jester, or prisoner. They prefer guile over violence, using their magical abilities to disable opponents, leaving foes humiliated, cursed, or with little memory of the encounter. Fond of children, they sometimes abduct a particularly charming child to keep as a pet. Amadans stand just under four feet tall and weigh about 70 pounds.


Amadan  CR 6
XP 2,400
N Small fey
Init +4; Senses low-light vision, Perception +16


DEFENSE

AC 19, touch 16, flat-footed 14 (+1 size, +4 Dex, +1 dodge, +3 natural)
hp 65 (10d8+30)
Fort +6, Ref +11, Will +10
DR 5/cold iron; Defensive Abilities rolling dodge; SR 17


OFFENSE

Speed 30 ft.
Melee slapstick +11 (1d6–1 plus trip plus daze) or crippling touch +10 (1d6 Dex damage)

Special Attacks natural comedian

Spell-Like Abilities (CL 10th; concentration +13)

  • At will: hideous laughter (DC 15), touch of idiocy, ventriloquism (DC 14)
  • 3/day: mirror image, quickened hideous laughter (DC 15), sound burst (DC 15)
  • 1/day: bestow curse (DC 16), dimension door, glibness, modify memory (DC 18)

STATISTICS

Str 9, Dex 18, Con 16, Int 16, Wis 17, Cha 17
Base Atk +5; CMB +8; CMD 17
Feats Agile Maneuvers, Dodge, Mobility, Quicken Spell-like Ability (hideous laughter), Weapon Finesse
Skills Acrobatics +17, Bluff +16, Diplomacy +16, Disguise +16, Knowledge (local) +16, Perception +16, Perform (comedy) +16, Sense Motive +16, Stealth +21
Languages Common, Elven, Gnome, Sylvan


ECOLOGY

Environment temperate forests and urban areas
Organization solitary or court (1 plus 3–6 mixed fey)
Treasure standard (masterwork club plus other treasure)


SPECIAL ABILITIES

Crippling Touch (Su)
A creature touched by an Amadan must succeed on a DC 18 Fortitude save or take 1d6 points of Dexterity damage. On a successful save, the creature still takes 1 point of Dexterity damage. The save DC is Charisma-based.

Natural Comedian (Ex)
An Amadan is treated as all creature types for the purposes of the DC of its hideous laughter spell-like ability.

Rolling Dodge (Ex)
If a creature misses an Amadan with a melee attack, the Amadan may take a 5-foot step as a free action. An Amadan can take as many of these 5-foot steps in a round as its Dexterity modifier (typically 4), but this movement counts against its move speed on its next turn.

Slapstick (Su)
In the hands of an Amadan, a club functions as if one size category larger. The Amadan may use its Weapon Finesse feat with a club. Any creature struck by a club wielded by an Amadan must succeed on a DC 18 Will save or be dazed for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.

Amadan: The Laughing Trickster of Fey Shadows
Create

This ragged trickster, clad in mismatched tatters and marked by a grotesque grin, mocks mortals with words sharp enough to wound the soul.


Amadan  CR 7
XP 3,200
CN Medium fey
Init +6; Senses darkvision 60 ft., low-light vision; Perception +12


DEFENSE

AC 20, touch 16, flat-footed 14 (+4 deflection, +6 Dex)
hp 100 (10d6+60)
Fort +8, Ref +13, Will +9
DR 10/cold iron; Immune charm, fear; Resist cold 10, fire 10
SR 18
Defensive Abilities evasion, uncanny dodge


OFFENSE

Speed 40 ft.
Melee mocking strike +13 (2d6+4 plus psychic sting)
Ranged derisive cackle +13 (2d6+4 psychic, range 30 ft.)

Special Attacks maddening jest (DC 18), words like knives (DC 18), twist of fate, psychic sting

Spell-Like Abilities (CL 10th; concentration +14)

  • Constantdisguise self
  • At willcharm person (DC 16), minor image (DC 17), ventriloquism (DC 16)
  • 3/dayconfusion (DC 18), enthrall (DC 17), phantasmal killer (DC 19), suggestion (DC 17)
  • 1/daydominate person (DC 20), geas/quest, mislead

STATISTICS

Str 10, Dex 22, Con 20, Int 14, Wis 15, Cha 18
Base Atk +5; CMB +5; CMD 21
Feats Combat Reflexes, Dodge, Mobility, Weapon Finesse, Iron Will
Skills Bluff +17, Diplomacy +13, Disguise +17, Perform (comedy) +17, Perception +12, Sense Motive +14, Stealth +19
Languages Common, Sylvan; telepathy 60 ft.


SPECIAL ABILITIES

Maddening Jest (Su) As a standard action every 1d4 rounds, it unleashes peals of derisive laughter. All creatures within 30 feet must succeed on a DC 18 Will save or be affected as confusion for 1d4 rounds. This is a mind-affecting compulsion.

Words Like Knives (Su) The Amadan lashes out with barbed insults in a 30-foot cone. All creatures in the area must succeed on a DC 18 Will save or take 6d6 psychic damage; those who succeed take half damage. This is a mind-affecting, language-dependent effect.

Twist of Fate (Su) As an immediate action, when a creature within 30 feet makes an attack roll or saving throw, the Amadan can force it to succeed at a DC 18 Will save or roll twice and take the worse result (as the witch’s misfortune hex).

Psychic Sting (Su) Any creature struck by the Amadan’s mocking strike suffers a wave of shame, taking a –2 penalty on its next attack roll or saving throw.

Cruel Humor (Su) The Amadan feeds on despair. Whenever a creature within 30 feet fails a saving throw against its abilities, the Amadan gains 5 temporary hit points (stacking, maximum 20).


TACTICS

Before Combat It cloaks itself in illusions and misdirection, often approaching in disguise.
During Combat It opens with maddening jest, then uses confusion and suggestion to scatter enemies. It remains mobile, relying on Twist of Fate to sabotage opponents and Words Like Knives to punish overconfident foes.
Morale The Amadan flees only if utterly outmatched. Otherwise, it fights with manic laughter until destroyed.


ECOLOGY

Environment temperate forests, moors, or crossroads
Organization solitary, pair, or troupe (2–4)
Treasure standard


HABITAT & SOCIETY

Amadans are liminal fey who linger at thresholds—crossroads, ruined halls, or lonely glades under the moon. Though they masquerade as simple fools, they are cunning manipulators who thrive on humiliation and chaos. Mortals who mock an Amadan often find themselves cursed with nightmares, misfortune, or the sudden unraveling of their pride.

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