Monster
Cackler
Outside your table’s allowed sources
Official reference · GGR · 2014
- Creature type
- Fiend
- Size
- Small
- Armor class
- 15 (natural armor)
- Hit points
- 10 (3d6)
- Speed
- Walk 30 ft.
- Challenge rating
- 1/2
- Alignment
- Chaotic Evil
- Strength
- 9
- Dexterity
- 16
- Constitution
- 11
- Intelligence
- 11
- Wisdom
- 7
- Charisma
- 12
- Passive Perception
- 10
- Skills
- deception: +3; perception: +0; performance: +3
- Senses
- darkvision 120 ft.
- Languages
- Abyssal, Common
- Resistances
- cold, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- poison
- Condition Immunities
- poisoned
Traits
Last Laugh
When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage.
Mimicry
The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.
Actions
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Spiked Chain
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Innate Spellcasting
The cackler's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components:
At will: fire bolt
1/day: Tasha's hideous laughter