This marionette is the collaborative efforts of gnome mages, performers, tinkerers. It is medium in size and can be mistaken for a humanoid when veiled by a cloak. Its construction is of wood and metal, woven with magic as to facilitate its movements. Eight magical tethers connect the puppeteer's fingers to the various limbs and triggers of the marionette. It makes a distinctly mechanical chatter while moving. Outside of combat the marionette follows 5ft behind the puppeteer and cannot be moved stealthily. If it is broken or rendered inanimate by some form of antimagic, carrying the marionette is cumbersome weighing 30 lbs.
The puppeteer must arm the marionette if it is not found with weapons already equipped. Each of its four arms can wield a one-handed simple melee weapon, scimitar, or shortsword.
During combat, the puppeteer may use its action to instead control the marionette if it remains within 90 feet.
When being controlled, the marionette has the following features and can be considered a combatant with its own action and movement:
Speed 15 ft, AC 15, HP 21, Immune to Psychic, Poison, Piercing. Resistant to Slashing. Vulnerable to fire.
Actions
Multiattack: The marionette makes a melee weapon attack with each weapon equipped, using the puppeteers Dex plus Proficiency modifier to hit and no damage modifier.
Smokescreen: A thick smoke flushes out of the marionettes mouth in a 30 ft sphere around its location. The marionette and any creatures inside the sphere are considered invisible. The smoke lingers for 1 minute (10 rounds) unless removed by other means.
Iron Maiden: A hatch opens in the barrel torso of the marionette revealing a compartment riddled with spikes. A single small or medium creature within 5ft can be stuffed into the compartment which is then magically locked. The target must make a Str or Dex save with DC 15 to avoid taking the attack. Once a creature is locked inside the compartment, the marionette thrusts each of its equipped weapons through slats in the barrel dealing critical damage for each. The marionette is then rendered unusable until it is serviced for 1 hour either by a short rest or other use of time. A creature inside the compartment that is not brought to 0 HP is rendered incapacitated and must attempt to break out of the iron maiden on their next turn with a Str save with DC 15, else they take 4d6 piercing damage each turn. Other combatants may attempt to break open the barrel with an action on their turn.
Notes: proficiency in performance or sleight of hand.
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