Befuddler | Free Monster for D&D 5e and Pathfinder 2e

Designed by Zac Chaney
Pathfinder 2e conversion by David N. Ross
By the way, if you're looking for even more monsters like this one and other GM resources, check out Lair Magazine #47, Panic & Pandemonium. It includes ten hazards and traps, ten new monsters, five encounters, and three full-length adventures designed for levels 10 and 11! Or check out the bundles and yearly subs to learn how you can get more resources and save big.
Befuddler - 5e
It’s curious; one can never quite control themselves around a befuddler. Their presence is a foreboding sign you should never ignore because you never know what you might believe next.
Complicated Minds. The mind of a befuddler is a complicated one. They’re subservient to the Harlequin, of course, but their intelligence is nearly unrivaled. It needs to be so they can construct commands and orders that can’t be resisted, which adventurers so commonly do.
Befuddler
Medium construct, chaotic evil
Armor Class 15 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft., fly 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
10 (+0) |
12 (+1) |
16 (+3) |
20 (+5) |
13 (+1) |
11 (+0) |
Saving Throws Int +8, Wis +4, Cha +3
Skills Arcana +11
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 11
Languages Understands all languages but cannot speak, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Mental Enchanter. When the befuddler casts an enchantment spell that targets a single creature, the spell save DC of that spell is increased by 1.
Wordless Caster. The befuddler ignores verbal spell components when casting spells. If a spell requires speaking to a creature to cast, the befuddler uses telepathy to transmit its intentions instead.
Spellcasting. The befuddler’s spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells:
At will: vicious mockery, charm person, confuse thoughts*
3/day: compound laughter*, confusion, shatter
1/day: dominate person, mass suggestion
*These spells are included in Appendix A: Spells of the Harlequin and his Subjects
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Mental Anguish. The befuddler targets a creature within 30 feet that is affected by an enchantment spell. That creature must make a DC 16 Intelligence saving throw or take 44 (8d10) psychic damage. Damage dealt in this way does not trigger new saving throws or any other effect caused by taking damage.
Reactions
Breaking Resist (1/day). When a creature succeeds on a repeat saving throw against a spell the befuddler casts (such as with confusion), the befuddler may force that creature to reroll the saving throw. The creature must use the new result, potentially turning the success into a failure.
Befuddler - Pathfinder 2e
It’s curious; one can never quite control themselves around a befuddler. Their presence is a foreboding sign you should never ignore because you never know what you might believe next.
Complicated Minds. The mind of a befuddler is a complicated one. They’re subservient to the Harlequin, of course, but their intelligence is nearly unrivaled. It needs to be so they can construct commands and orders that can’t be resisted, which adventurers so commonly do.
Befuddler Creature 9
Uncommon, Medium, Construct
Perception +14
Languages borrow languages; telepathy 100 feet
Skills Occultism +20, Religion +20
Str +0, Dex +3, Con +5, Int +7, Wis +3, Cha +2
Items +1 striking dagger
Borrow Languages The befuddler can understand (but not vocalize) all languages known to creatures within range of its telepathy.
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AC 26; Fort +18, Ref +16, Will +20
HP 120; Immunities bleed, death effects, disease, doomed, drained, fatigued, fear, healing, nonlethal attacks, paralyzed, petrified, poison, sickened, unconscious, vitality, void
Fuddled Fate [reaction] (misfortune) Frequency once per day; Trigger A creature succeeds (but doesn’t critically succeed) at a saving throw to end an ongoing spell (such as confusion) cast by the befuddler. Effect The triggering creature rerolls its saving throw, taking the new result.
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Speed 25 feet; fly 25 feet
Melee [one-action] dagger +19 (agile, finesse, magical, thrown 10 feet, versatile S), Damage 2d4+6
Occult Innate Spells DC 32; 6th dominate, suggestion; 5th compound laughter* (2), confusion; 4th charm (at will), shatter; Cantrips (6th) confuse thoughts*, daze
*These spells are included in Appendix A: Spells of the Harlequin and his Subjects
Mental Anguish [two-actions] (divine, mental, nonlethal) The befuddler threads subtle strands of grief and pain into a mental effect it has already placed on a creature within 30 feet. It takes 6d10 mental damage and must attempt a DC 30 basic Will save. Unless it critically succeeds at its save, the target believes this action is harmless.
Mental Enchanter When the befuddler Casts a mental Spell that targets a single creature, it gets a +1 circumstance bonus to the spell’s rank.
Telepathic Caster The befuddler provides incantations for spells via telepathy.
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Monsters