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Club Facada
You see what appears to be a humanoid in a scarlet harlequin suit, with red and white face paint. It is juggling a set of seven clubs painted red and green. When it sees you, its grin turns to a frown and it attacks, brandishing its clubs as weapons.

Club Facada (CR 7; XP 3,200)
CE Medium outsider (chaotic, evil, extraplanar, facada)
Init +9; Senses darkvision 60 ft.; Perception +17
Defense
AC 21, touch 21, flat-footed 16
(+6 deflection, +5 Dex)
hp 76 (9d10+27)
Fort +12, Ref +17, Will +17; fortune’s mask
DR 10/lawful; Immune disease, poison, mind-affecting; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10
Offense
Speed 30 ft.
Melee 2 club of ill-fortune +13/+8 (1d6+5 plus ill fortune)
Ranged club of ill-fortune +16/+11 (1d6+5 plus ill fortune)
Special Attacks fortune’s taunt (suggestion; W-DC 20), quest of failure
Spell-Like Abilities (CL 9th; concentration +15)
1/day—bestow curse (W-DC 20), crushing despair (W-DC 20), spell turning
At will—bane (W-DC 17), dimension door, disguise self, dispel magic, doom (W-DC 17), entropic shield
Statistics
Str 19, Dex 21, Con 17, Int 18, Wis 21, Cha 23
Base Atk +9; CMB +13; CMD 29
Feats Improved Initiative, Improved Two-Weapon Fighting, Skill Focus (Perform [comedy]), Two-Weapon Fighting, Weapon Focus (club)
Skills Acrobatics +17, Bluff +18, Disguise +18, Escape Artist +14, Perception +17, Perform (act) +26, Perform (comedy) + 26, Sense Motive +17, Sleight of Hand +14, Stealth +17; Racial Modifier +8 to all Perform checks.
Languages Abyssal, Cardsign, Common, Draconic
Ecology
Environment planes (Realms Beyond)
Organization Solitary or pair
Treasure Standard
Special Abilities
Clubs of Ill-Fortune (Su) The red facada has eight juggling clubs (treated as light weapons) that can be wielded or juggled by the facada as light +1 magical weapons that can be thrown with a range increment of 15 ft. To all others the clubs act as normal weapons. Anyone that is stuck by a club is curse by ill-fortune for a single round. While cursed they must roll twice on any die roll and accept the lower value. Thrown clubs magically reappear where the facada is juggling.
Fortune’s Taunt (Su) Red facadas use this ability to make targets do stupid things, causing them to fail at their endeavors.
Quest of Failure (Sp) Once per day, a club facada can impose a special geas/quest as the spell of the same name, at caster level 14th, upon an intelligent creature within 30 feet. This ability is always used to compel the creature to fail at any task, causing it to suffer the full effects of the geas/quest every day it succeeds on any die roll against DC 30.

Club facadas (also called red facadas) are sent to the mortal plane to hamper success and curse endeavours, for which they use their clubs of ill fortune. Each club facada carries fourteen clubs, painted red and/or green, which it uses alternatively to attack (either as thrown or melee weapons) and perform juggling acts. All club facadas ‘wear’ primarily red clothing.

On Porphyra
Club facada that come to the Lands of Porphyra from the Realms Beyond often target hero festivals for their mischief. They have an unwelcome, if not unexpected sight during Gerana’s Dawn festivities in the Middle Kingdoms. Additionally, they are regular nuisances in Calopia, the Land of Heroes where they can foul many a quest before they ever get off the ground.