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Harlequin Demon

Harlequin Demon
By Willem Cornelisz Duyster – Web Gallery of Art:   Image  Info about artwork, Public Domain, https://commons.wikimedia.org/w/index.php?curid=4818320

Having executed a perfect series of back flips, the harlequin comes to a rest before you, dressed in red and black diamonds, its face white with painted black tears dripping down its cheeks. Something is clearly wrong, though, for the clown has pools of darkness for eyes, the tears are real, dripping down its cheeks in mirth. In fact, the bodysuit seems to be its actual skin. As you recoil in horror, the Harlequin Demon draws two daggers from the air and throws its head back in raucous laughter.

Originally from The Book of Fiends
Designed By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb

Harlequin Demons are the children of Ipos, the demon Lord of Masques. Most of these demons function as entertainment for the lords of the Abyss. They also serve as spies and assassins, secretly killing rivals, and weaving dangerous intrigues capable of toppling even the most powerful of lords. A few harlequins make their way to the Material Plane, where they perform in many of the same capacities as they do in the Abyss. Through their illusions and skills in deception, they present a façade nearly impenetrable by mortal eyes.

A Harlequin Demon’s strength originates from its abilities to entertain. They specialize in the lewd, blasphemous and grave. They regularly place the gods in scandalous positions so outrageous they can elicit laughs from even the pious. It is the capitalization on the unexpected, the turn of the proper word and the nasty streak that gives them power over mortals, planting the seeds of doubt in their ethical conscious regarding their faith in the gods and placing them on the first steps to damnation.

Harlequin Demons, though rather intelligent, find humor in everything. Coupled with their passion to entertain, they are capricious tools at best. However, all harlequins hate lawful good individuals above all else. When they encounter an opponent of that alignment, they focus their attacks against them almost to the exclusion of all else. Harlequins speak Common, Abyssal and Infernal.

Harlequin Demon
Medium outsider (Chaotic,
Demon, Evil, Extraplanar)
Hit Dice9d8+18 (58 hp)
Initiative+7
Speed50 ft. (10 squares)
Armor Class22 (+7 Dexterity, +5 natural), touch 17, flatfooted 15
Base Attack/Grapple+9/+10
Attack+1 anarchic dagger +17 melee (1d4+2)
Full Attack+1 anarchic dagger +15/+10 melee (1d4+2), +1 unholy dagger+15 melee (1d4+1)
Space/Reach5 ft./5 ft.
Special AttacksSneak attack +3d6, spells, summon
Special QualitiesDamage reduction 10/good, demon traits, immunity to mind-affecting spells and effects, improved evasion, Spell Resistance 24
SavesFort +8, Ref +13, Will +6
AbilitiesStrength 12, Dexterity 24, Constitution 14, Intelligence 13, Wisdom 11, Charisma 17
SkillsBalance +21, Bluff +15, Climb +13, Diplomacy +5, Disguise +3 (+5 acting), Hide +19, Intimidate +5, Jump +23, move silently +19, Perform (comedy) +15, Sleight of Hand +21, Tumble +29
FeatsDodge B, Improved Feint B , Mobility, Spring Attack, Two-weaponfighting B , Weapon Finesse
EnvironmentThe Abyss
OrganizationSolitary, Harlequinade (2-6)
Challenge Rating13
TreasureStandard
AlignmentAlways chaotic evil
Advancement10-27 HD (Medium)
Level Adjustment

Combat

Harlequins are fast and dangerous in combat, able to blend spells with martial prowess. Harlequins will quickly survey a battlefield, looking for lawful and good opponents. They Tumble through occupied squares as if no opponent stood there, weaving and dodging through defenses to get in a position to cut apart their hated opponents. Harlequin attacks are considered both chaotic and evil for purposes of overcoming damage reduction.

Knives: Each harlequin uses two special daggers created in the darkest forges by master craftsmen and wizards. In the hands of a non-harlequin,the dagger carries a powerful curse. They confer a negative level to any character holding them regardless of alignment. Good-aligned wielders gain a random disease once/week they retain the item beginning on the first day they hold it.

Sneak Attack: Harlequins sneak attack as 5th-level rogues.

Spells: Harlequins cast spells as 9th-level sorcerers.

Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level):

Summon (Sp): Once per day, a harlequin may attempt to summon 1d6 schir,1d3 babaus, one glabrezu or another harlequin with a 50% chance for success. This ability is the equivalent of an 8th-level spell.

Skills: Harlequins gain a +8 racial bonus to Jump and Tumble checks.

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