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Stat Blocks
Stat Block Roster
| Creature / NPC / Hazard | Role | Encounter | Difficulty Purpose | Scaling Priority |
|---|---|---|---|---|
| Ringmaster Vaelor Vane | Main antagonist / boss | Parade Rig, Midnight Launch | Signature finale; mobile controller with pressure, charm, and stage tricks | Essential |
| Midway Juggler-Gear | Elite lieutenant | Midway, Catwalks | Forces movement and splits the party | Essential |
| Clatterclown Guard | Hostile minion | Gate, Midway, Backstage | Simple pressure and numbers | Essential |
| Mirror Maze Mislead | Hazard / puzzle-threat | Funhouse Route | Time loss, separation, alarm trigger | Essential |
| Lift-Line Snapback | Hazard / environmental threat | Backstage Catwalks, Parade Rig | Damage, forced movement, clock pressure | Essential |
| Parade Float Husk | Hostile minion / mounted hazard | Parade Rig, Finale | Adds battlefield chaos without stealing the show | Optional |
| Bramble the Balloon-Smith | Allied NPC / support combatant | Backstage, Finale | Small tactical help, emergency rescue | Optional |
| Fizzle Threadwhistle | Cautious informant / situational ally | Gate, Midway | Can aid or flee; rarely front-line combat | Optional |
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Design Notes
- Intended level and party size: Levels 2–4 for 3–5 adventurers. - Expected combat length: Most fights should run 3–5 rounds. The finale can stretch to 5–7 rounds if the clock reaches launch. - Resource pressure goal: Medium. Encounters should tax HP, movement, and a few key spell slots, but not demand a full-day adventuring budget. - Essential stat blocks: Vaelor, Clatterclown Guard, Midway Juggler-Gear, Mirror Maze Mislead, Lift-Line Snapback. - Optional stat blocks: Parade Float Husk, Bramble, Fizzle. - Assumptions from the DM Packet: The adventure is a fast infiltration with a visible clock. Enemies should support speed, misdirection, and set-piece terrain more than raw lethality. The ringmaster is charismatic and theatrical, not a dungeon bruiser. The charter itself is an objective, not a monster.
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Formal Stat Blocks
Ringmaster Vaelor Vane
Medium humanoid, any non-lawful role - Armor Class 15 (stage-mail coat) - Hit Points 66 (12d8 + 12) - Speed 30 ft., climb 20 ft. - STR 10 (+0) DEX 16 (+3) CON 12 (+1) INT 14 (+2) WIS 12 (+1) CHA 18 (+4) - Saving Throws Dex +5, Wis +3, Cha +6 - Skills Deception +6, Insight +3, Performance +6, Persuasion +6 - Senses passive Perception 11 - Languages Common, one other - Challenge 4 (PB +2)
Traits - Showman’s Control. Vaelor has advantage on checks to influence crowds, staff, or distracted creatures. A creature that can hear and see him has disadvantage on the first saving throw it makes against one of his illusion or charm effects each round. - Spotlight Step. Once on each of his turns, if Vaelor is in bright light or within 10 feet of a carnival light source, he can move up to 10 feet without provoking opportunity attacks. - Claim the Center. While Vaelor is on the parade rig or any raised platform, he gains +1 AC.
Actions - Multiattack. Vaelor makes two Cane Lash attacks. - Cane Lash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength save or be pushed 5 feet. - Blinding Flourish (Recharge 5–6). Vaelor snaps open a burst of glitter and light in a 10-foot cone. Each creature in the area must make a DC 13 Constitution save or take 7 (2d6) radiant damage and be dazzled until the end of its next turn. A dazzled creature has disadvantage on its next attack roll. - Grand Command. One ally or hazard within 30 feet that can hear Vaelor can immediately move up to half its speed or make one weapon attack.
Bonus Actions - Curtain Flick. Vaelor moves up to 10 feet, then one creature he can see within 10 feet must succeed on a DC 13 Wisdom save or be unable to take reactions until the start of that creature’s next turn.
Reactions - Applause Dodge. When Vaelor is hit by an attack, he adds +2 AC against that attack, potentially causing it to miss. If it misses, he can move 5 feet.
Boss / Villain Actions Use one at initiative count 20 (losing ties) on rounds 2, 3, and 4 only. 1. Raise the Rig. One platform, rope bridge, or float within 30 feet shifts. Creatures on it must succeed on a DC 13 Dexterity save or move 10 feet in a direction of Vaelor’s choice and fall prone. 2. Cue the Carnival. Vaelor summons 1 Clatterclown Guard or activates 1 Parade Float Husk (if present) in a space he can see. 3. All Eyes on Me. Each enemy of Vaelor within 20 feet must make a DC 13 Wisdom save or suffer -2 to attack rolls until the end of its next turn.
Tactics Vaelor stays moving, uses lights and height, and fights to protect the charter case rather than trading hits. He opens with control, forces separation, then punishes anyone who reaches the loft or launch lever. If bloodied, he becomes more theatrical, using Grand Command to keep minions active and trying to drag the fight onto unstable terrain.
Scaling Notes - Level 2 party: Reduce HP to 52, remove one saving throw proficiency, and limit Villain Actions to 2 total. - Level 3 party: Use as written. - Level 4 party: Increase HP to 74, DCs to 14, and allow him to summon 2 minions with Cue the Carnival. - If the party is very strong: Give Vaelor a one-time Smoke-and-Mirror Escape: when reduced below 20 HP, he teleports 20 feet to a lit platform and gains 5 temporary HP.
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Midway Juggler-Gear
Medium construct, unaligned - Armor Class 14 - Hit Points 32 (5d8 + 10) - Speed 30 ft., climb 20 ft. - STR 12 (+1) DEX 16 (+3) CON 14 (+2) INT 5 (-3) WIS 11 (+0) CHA 6 (-2) - Skills Acrobatics +5, Perception +2 - Damage Resistances psychic - Condition Immunities charmed, frightened - Senses darkvision 60 ft., passive Perception 12 - Languages understands Common but can’t speak - Challenge 1 (PB +2)
Traits - Skittering Parts. Difficult terrain doesn’t cost the juggler-gear extra movement. - Noisy Routine. Creatures within 10 feet have disadvantage on Stealth checks. - Thrown Object Catch. Ranged attacks against the juggler-gear made at long range are made with disadvantage.
Actions - Multiattack. The juggler-gear makes two Tendon Blades attacks. - Tendon Blades. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. - Bouncing Pins. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Dexterity save or be pushed 5 feet. - Spinout Toss (Recharge 5–6). The juggler-gear hurls knives, plates, and glitter in a 10-foot-radius area centered on itself. Each creature of its choice in the area must make a DC 12 Dexterity save or take 7 (2d6) slashing damage and be unable to take reactions until the start of its next turn.
Tactics The juggler-gear uses its reach and push effects to break formations, shove targets onto unstable terrain, and keep ranged characters from settling in. It is happiest near rails, stairs, and moving platforms.
Scaling Notes - Level 2 party: Use 1 juggler-gear with 1–2 guards. - Level 3 party: Use 1 juggler-gear as written. - Level 4 party: Add one Clatterclown Guard or raise HP to 40. - If the party is highly mobile: Give it a 10-foot forced move after Spinout Toss.
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Clatterclown Guard
Small construct, unaligned - Armor Class 13 - Hit Points 11 (2d6 + 4) - Speed 25 ft. - STR 13 (+1) DEX 12 (+1) CON 14 (+2) INT 3 (-4) WIS 10 (+0) CHA 5 (-3) - Skills Perception +2 - Condition Immunities charmed - Senses darkvision 60 ft., passive Perception 12 - Languages understands Common but can’t speak - Challenge 1/4 (PB +2)
Traits - Rattle Alarm. When the guard is reduced to 0 hit points, one creature of its choice within 20 feet must succeed on a DC 11 Wisdom save or be unable to hide until the end of its next turn. - Toy-Metal Body. The guard has advantage on saves against being knocked prone.
Actions - Clubbed Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. - Pepperconfetti Puff (1/Day). The guard sprays irritating glitter in a 5-foot radius. Creatures in the area must succeed on a DC 11 Constitution save or have disadvantage on the next attack roll they make before the end of their next turn.
Tactics Clatterclowns swarm, block doors, and soak actions. They are not smart; they simply try to keep intruders visible and boxed in until help arrives.
Scaling Notes - Level 2 party: 3–4 guards is enough to matter. - Level 3 party: 4–6 guards. - Level 4 party: Pair with terrain hazards or a juggler-gear leader. - If you want less grind: Drop HP to 8 and remove Pepperconfetti Puff.
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Mirror Maze Mislead
Hazard - Detection DC 12 (Perception or Investigation) - Disarm / Bypass DC 12 (Investigation, Arcana, or force the panels) - Trigger Entering the wrong corridor, opening the wrong door, or failing a navigation check by 5 or more - Effect The creature is spun into a false passage. It must succeed on a DC 12 Wisdom save or become lost until the end of its next turn. While lost, it can’t take reactions, and its speed is halved. If at least two creatures are lost at once, the group also triggers a loud chime, advancing the clock by 1 segment. - Fail-Forward A lost creature still sees a true direction flash in a mirror, granting advantage on the next check to navigate the funhouse.
Tactics This hazard is best used to split the party briefly, delay a rush, or create a noisy complication that brings enemies closer.
Scaling Notes - Level 2 party: Use as a single-room obstacle. - Level 3 party: Add one fake door or moving wall. - Level 4 party: Add a 1d4 damage glass-scrape clause on a failed save.
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Lift-Line Snapback
Hazard - Detection DC 13 (Perception) - Disable DC 13 (Thieves’ Tools, Dexterity with tools, or Strength with a successful brace) - Trigger Crossing an unstable catwalk, cutting the wrong cable, or overloading a pulley - Effect A snapped line lashes through a 10-foot line. Creatures in the line must make a DC 13 Dexterity save or take 7 (2d6) slashing damage and be pulled 10 feet toward the nearest edge or machinery. On a success, they take half damage and aren’t pulled. - Fail-Forward Any creature that takes damage from the snapback also spots the correct support line or lever, granting advantage on its next check to interact with the launch machinery.
Tactics Use as a moving battlefield threat. It should make rooftops, catwalks, and parade rigging feel unstable without instantly dropping characters into helplessness.
Scaling Notes - Level 2 party: 1 line only. - Level 3 party: 2 linked lines, but each deals only 1d6 if you want gentler pressure. - Level 4 party: Add difficult terrain around the hazard or a second snap on initiative 20.
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Parade Float Husk
Large construct, unaligned - Armor Class 12 - Hit Points 27 (5d10) - Speed 20 ft., fly 20 ft. (while tethered) - STR 16 (+3) DEX 8 (-1) CON 10 (+0) INT 2 (-4) WIS 10 (+0) CHA 3 (-4) - Damage Immunities poison - Condition Immunities charmed, frightened, poisoned - Senses darkvision 60 ft., passive Perception 10 - Languages understands the ringmaster’s commands but can’t speak - Challenge 1 (PB +2)
Traits - Tethered Motion. If the husk moves more than 30 feet from its anchor point, it loses flying speed and falls prone if airborne. - Showpiece Bulk. The husk has advantage on checks and saves to avoid being shoved or grappled.
Actions - Crush Frame. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. - Spin Beam. The husk rotates a mounted beam in a 10-foot sweep. Each creature in the sweep must succeed on a DC 12 Dexterity save or take 5 (1d10) bludgeoning damage and be pushed 5 feet. - Light Burst (Recharge 6). Creatures of the husk’s choice within 15 feet must make a DC 12 Constitution save or be dazzled until the end of their next turn.
Tactics The husk is a moving obstacle, not a genius. It blocks paths, knocks characters off balance, and supports Vaelor by forcing the party to spend actions on positioning.
Scaling Notes - Level 2 party: Use only if you want a harder finale. - Level 3 party: Good as a single terrain hazard plus one guard. - Level 4 party: Add one husk to the finale or let it operate as a moving platform.
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Bramble the Balloon-Smith
Medium humanoid, neutral good - Armor Class 13 - Hit Points 22 (4d8 + 4) - Speed 30 ft., climb 10 ft. - STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 11 (+0) WIS 13 (+1) CHA 10 (+0) - Skills Athletics +3, Insight +3, Investigation +2 - Senses passive Perception 11 - Languages Common - Challenge 1/2 (PB +2)
Traits - Practical Hands. Bramble has advantage on checks to repair, brace, or disable carnival machinery. - Keep Moving. Bramble can stand from prone without spending extra movement. - Emergency Patch. As an action, Bramble restores 1d6 + 1 hit points to a creature she can touch or grants it advantage on the next save against forced movement or falling.
Actions - Wrench Thump. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. - Tool Toss. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, and the target can’t take reactions until the start of its next turn.
Tactics Bramble avoids center stage. She uses Emergency Patch on wounded allies, Tool Toss to help a retreat or peel an enemy away, and her real value is opening routes or stalling the launch mechanism.
Scaling Notes - Level 2 party: Strong support; keep her nearby but not overactive. - Level 3 party: Use sparingly so she does not overshadow players. - Level 4 party: Let her spend actions to interact with machinery instead of attacking. - If you want zero combat ally influence: Remove Tool Toss and keep only Emergency Patch.
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Fizzle Threadwhistle
Medium humanoid, neutral - Armor Class 12 - Hit Points 14 (4d8 - 4) - Speed 30 ft. - STR 9 (-1) DEX 14 (+2) CON 9 (-1) INT 12 (+1) WIS 10 (+0) CHA 15 (+2) - Skills Deception +4, Insight +2, Persuasion +4, Sleight of Hand +4 - Senses passive Perception 10 - Languages Common - Challenge 1/4 (PB +2)
Traits - Backstage Nose. Fizzle knows the quickest staff route in any carnival scene. If asked nicely, he can grant advantage on one check to find a hidden door, bribe the right worker, or identify a safe shortcut. - Slip Away. When Fizzle takes damage, he can move 10 feet without provoking opportunity attacks.
Actions - Whistle Jab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. - Pocket Glitter (1/Day). One creature within 10 feet must succeed on a DC 12 Constitution save or be unable to take reactions until the end of its next turn.
Tactics Fizzle is a coward first, a talker second, and a combatant last. He fights only if cornered and usually spends his turns escaping, distracting, or creating a moment for the party to act.
Scaling Notes - Level 2 party: Mostly a social ally; don’t force combat. - Level 3 party: If hostile, he should flee after one round. - Level 4 party: He can remain on the map as a mobile clue source and minor nuisance.
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Encounter Packages
1. Gate Lie / First Entry
Use: Fizzle Threadwhistle, 2 Clatterclown Guards if alarms rise Starting Positions / Pressure: Fizzle near the ticket arch; guards at the side plank and visible booth. Entry is exposed but crowded. - Easy version: Fizzle can be bribed or flattered; no combat unless the party chooses it. - Standard version: One social check plus a patrol complication. - Hard version: If the party blusters or fails loudly, add 2 guards and a brief spotlight sweep. - Noncombat bypass / alternative solution: Service uniform, forged pass, or a staged distraction. - If the party retreats: They lose 1 clock segment and may return through a different route later.
2. Midway Skirmish
Use: 1 Midway Juggler-Gear, 2–4 Clatterclown Guards, optional Parade Float Husk in advanced version Starting Positions / Pressure: Enemies emerge from game stalls, a ride queue, and a moving platform. The area has rails, stalls, and light poles for cover. - Easy version: 1 juggler-gear plus 2 guards. - Standard version: 1 juggler-gear plus 3 guards and a minor terrain hazard. - Hard version: Add a float husk or a second guard wave after round 2. - Noncombat bypass / alternative solution: Cause a bigger distraction, race through the ride queue, or use Fizzle’s route to bypass the midway core. - If the party retreats: The enemies do not pursue far; instead, the clock advances and a new route opens or closes.
3. Funhouse Route
Use: Mirror Maze Mislead, maybe 1 Clatterclown Guard as a surprise pursuer Starting Positions / Pressure: Tight corridors, false doors, reflective walls, and a choke point that splits marching order. - Easy version: One wrong corridor and the party gets the clue quickly. - Standard version: One or two false doors plus a noisy chime if someone rushes. - Hard version: Add a guard or a moving wall that forces a second navigation check. - Noncombat bypass / alternative solution: Rope line, chalk marks, or magic that reveals reflections. - If the party retreats: They can back out safely, but the clock advances and the funhouse route may become more obvious later.
4. Backstage Catwalks
Use: Lift-Line Snapback, 2 Clatterclown Guards, optional Bramble assist Starting Positions / Pressure: Narrow beams, pulley wheels, and a bad place to stand when something snaps. - Easy version: Hazard only, with Bramble present to point the way. - Standard version: Hazard plus 2 guards entering from opposite