
Smile for the End: The Joker Dragon in Your D&D Campaign
I’m always on the lookout for inspiration—whether it’s from books, games, or the wild things I stumble across in the real world. And recently, I came across something so jaw-droppingly bizarre and brilliant that I had to do a double take: The Joker Dragon, from McFarlane Toys’ Dark Nights: Metal series.
Yes, you read that right. A Joker-themed dragon. I didn’t think something this chaotic could exist outside of my campaign notes, but there it was—grinning at me from inside its box like it already knew it had just become my next big villain. I had to add this to my collection.
This figure isn’t just cool—it’s game-ready. It’s scaled to fit perfectly on a standard battle mat, comes with a clear base, and has a jaw so wide and unhinged it practically begs to bite into your adventuring party. The details are spectacular, from the grotesquely stretched smile to the oversized, menacing eyes that scream “Why so serious?”.
As soon as I got my hands on it, I knew one thing for sure: this wasn’t just a collectible. This was a monster waiting to be unleashed in my next 5e session. And now, I’m sharing it with you—complete with a stat block, story hooks, and all the madness you’ll need to bring the Joker Dragon to terrifying, hilarious life at your table.
1. Introduction
A striking dragon that looks like a clown had a fever dream? Yes, please. Inspired by the McFarlane Toys’ Joker Dragon, this creature fuses madness and monstrosity into a villain that breathes chaos—literally.
“Why so scaly?” — last words of a bard before the Joker Dragon swallowed him whole.
2. Origins & Lore
- A failed god of laughter and madness who tried to ascend to dragonhood and got stuck halfway.
- Or perhaps a chromatic dragon cursed by a god of mischief and abandoned to madness.
- In some worlds, the Joker Dragon is a contagion of chaos, warping minds and landscapes in its wake.
3. Stat Block (CR 18-ish, maybe higher)
Preview:
- Breath Weapon: “Laughing Gas” — causes hallucinations, confusion, or even uncontrollable laughter.
- Legendary Actions: Puppet strings, reality warping, balloon animal minions.
- Aura of Madness: Creatures within 30 feet must save or suffer disadvantage due to twisted perceptions.
- Mimicry: It can imitate any voice it’s heard… and maybe even cast Tasha’s Hideous Laughter at will.
- Twisted Lair Actions: The lair shifts like a funhouse—floors collapse, laughter echoes, mirrors distort reality.
4. Adventure Hooks
- “The Carnival Never Leaves” – A once-thriving city is now covered by a warped, endless carnival. The Joker Dragon lairs at its heart, drawing adventurers in like moths to a blazing, toxic funhouse.
- “Laughter in the Dark” – Entire villages vanish, only to be found later with grins carved into their faces—and eyes that glow with chaotic energy.
- “The Mad Hatchling” – The party learns that a dragon egg has been corrupted. Can they purify it before the Joker Dragon is born again?
- “Smile of the Forgotten God” – Clerics report nightmares of a smiling dragon. It wants worship. It wants to perform. And the world is its stage.
5. Tips for DMs
- Play the dragon like a horror-comedy villain: unpredictable, theatrical, and cruel.
- Use illusions and madness to confuse players, forcing them to think outside the box.
- Let the dragon talk during combat—taunt, joke, monologue, and maybe even offer twisted riddles mid-fight.
Joker Dragon
Gargantuan dragon, chaotic evil
Armor Class 21 (natural armor)
Hit Points 402 (28d12 + 224)
Speed 40 ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
25 (+7) | 16 (+3) | 26 (+8) | 18 (+4) | 15 (+2) | 24 (+7) |
Saving Throws Dex +9, Con +14, Wis +8, Cha +13
Skills Deception +13, Insight +8, Perception +14, Performance +13
Damage Resistances psychic, necrotic
Damage Immunities poison, acid
Condition Immunities charmed, frightened, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages Common, Draconic, telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Chaotic Presence (Recharge 5–6)
As a bonus action, the Joker Dragon unleashes its maddening aura. Creatures of the dragon’s choice within 60 feet must succeed on a DC 20 Wisdom saving throw or roll on the Madness Table (below) for 1 minute. They may repeat the save at the end of their turns.
d6 | Effect |
---|---|
1 | The creature laughs uncontrollably, falling prone and unable to take reactions. |
2 | The creature believes its allies are enemies until hit by an attack. |
3 | The creature becomes frightened of the Joker Dragon for 1 minute. |
4 | The creature babbles nonsense and can’t cast spells with verbal components. |
5 | The creature attacks the nearest creature on its next turn. |
6 | The creature stares into space, becoming stunned until the end of its next turn. |
Legendary Resistance (3/Day)
If the Joker Dragon fails a saving throw, it can choose to succeed instead.
Twisted Laughter (Recharge 5–6)
The Joker Dragon exhales a 90-foot cone of pink-and-green laughing gas. Creatures in the area must make a DC 21 Constitution saving throw or take 66 (12d10) psychic damage, be incapacitated for 1 round, and suffer disadvantage on Wisdom saving throws for 1 minute. On a successful save, they take half damage and are not incapacitated.
Mimic Voice
The dragon can mimic any voice it has heard, perfectly. A creature can make a DC 18 Insight check to discern it’s an imitation.
Reality’s a Joke (1/day) 
The Joker Dragon warps the battlefield like a funhouse mirror. For 1 minute:
- The terrain shifts, becoming difficult terrain for enemies.
- Creatures that miss the dragon with melee attacks must make a DC 18 Dex save or fall prone.
- The dragon can teleport up to 30 ft. as a bonus action, leaving behind the sound of manic laughter and a puff of confetti.
Actions
Multiattack. The Joker Dragon makes three attacks: one with its bite and two with its claws.
- Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 7) piercing damage plus 11 (2d10) acid damage.
- Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 7) slashing damage.
- Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 7) bludgeoning damage.
Legendary Actions
The Joker Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
1. Confetti Burst. The dragon snaps its wings and releases a burst of cursed confetti. Each creature within 10 feet must succeed on a DC 18 Dexterity saving throw or be blinded until the end of its next turn.
2. Balloon Beast. The dragon creates a wriggling balloon animal (use Animated Object – Medium stats). It lasts until the end of the dragon’s next turn.
3. Snap Trap (Costs 2 Actions). A giant toy trap snaps into existence. One creature the dragon can see within 60 feet must make a DC 19 Dex save or take 22 (4d10) bludgeoning damage and be restrained until the end of its next turn.
Lair Actions (Roll d4)
The Joker Dragon can take lair actions on initiative 20 (losing initiative ties):
- Mirror Maze. The battlefield becomes a warped hall of mirrors. All ranged attacks are made at disadvantage until initiative 20 next round.
- Cackling Echoes. Insane laughter fills the lair. All Wisdom saving throws are made at disadvantage until the next round.
- Slippery Floor. The floor becomes slick with banana peels and grease. All creatures must make a DC 18 Dex save or fall prone.
- Jack-in-the-Box. A random 5-foot cube erupts with a fiendish jack-in-the-box. Creatures within 10 feet must make a DC 18 Wisdom save or be frightened until the end of their next turn.
The Joker Dragon is more than just a terrifying boss monster—it’s a statement piece. It brings chaos, color, and carnage to your campaign in a way few villains can. Whether it’s laughing gas breath weapons, lair actions that feel like a deadly carnival, or just the sheer presence of a grinning dragon crashing into your world, this creature is guaranteed to leave a mark on your players—and probably some psychological scars too.
So if you’re looking to throw your adventurers a curveball they’ll never forget, drop this monster into your next session and let the madness unfold. Just remember: in the world of the Joker Dragon, nothing is sacred, everything’s a joke… and the punchline might be fatal. Want to get your own mini, grab one from Amazon here, for only 17.99, and help out the channel at the same time.
Got any wild ideas or tweaks for your own version? I’d love to hear how you’d use this beast at your table—leave a comment and let the chaos continue.
Thanks for reading. Until Next Time, Stay Nerdy!!
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Ted Adams
The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.
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