Sneak Attack. Adderweed deals an extra 13 (4d6) damage once per turn when she hits a target with a weapon and has advantage on the attack roll.
Under Wraps. Adderweed has advantage on targets she has grappled and she can maintain a grapple up to 60 feet. As a bonus action she can move herself to an open space within 5 feet of a target she has grappled. She can instead use a bonus action to move a grappled target up to 30 feet within her grapple range.
Mostly Stuffing. Adderweed can move through a space as narrow as 1 foot wide without squeezing.
Constructed Nature. Adderweed doesn’t require air, food, drink, or sleep.
Multiattack. Adderweed makes two attacks with her stitch rippers. She makes one attack less for each creature she has grappled.
Stitch Rippers. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d6 + 6) slashing damage.
Puppet. Adderweed lashes her strings onto one creature within 40 feet. The creature must make a DC 16 Dexterity saving throw or be grappled. While grappled in this way the target must do as Adderweed commands on its turn or take 18 (4d8) slashing damage. At the end of each of its turns, the creature can make another Dexterity saving throw. On a success, the effect ends on the creature. Adderweed can have up to 2 creatures grappled at any given time. If the target creature is unconscious, Adderweed has complete control of their body.
Loom of Death. Adderweed fills a 40-foot cube within 80 feet of her with her deadly magical thread. The area becomes difficult terrain for the duration. When a creature other than Adderweed moves into or within the area, it takes 7 (2d6) slashing damage for every 5 feet it travels. Only faint glints of light give any indication that the area is dangerous. Creatures must succeed on a DC 13 Wisdom (Perception) check to recognize the terrain as dangerous before entering it. If Adderweed uses this ability again, the first threads disappear.
Adderweed 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. Adderweed regains spent legendary actions at the start of her turn.
Dance. Adderweed uses Under Wraps.
Exit Stage Right. Adderweed moves up to her speed; this movement does not provoke attacks of opportunity.
Move Shop (Costs 3 Actions). Adderweed uses Loom of Death on a new location.
Description
No doubt the court had a real inventor once — a fey-blooded one of flesh and bone. But after the schism, all that remained was Adderweed: a living doll, built long ago by unknown hands.
Adderweed has the reasoning, curiosity, and cunning of a sentient living creature; were it not for her ball joint limbs, she could even pass for fey. But her artifical nature keeps her distanced from her colleagues in the court: she is generally regarded as an outsider — or worse, a tool — by her peers.
In addition to her role as the fey court’s calculating inventor, she’s also the Monarch’s go-to assassin when difficult problems require a fine-toothed solution. Generally Adderweed has no qualms with the work; she enjoys a challenge, though she dislikes being called away from more important tasks.
Adderweed is aloof by choice and curious to a fault. She can never resist a question that needs answering, and of the fey court she is perhaps the most ravenous for clues as to what occurred prior to the schism.
Although she has no memory of her creator, Adderweed considers them her family and attempts to carry on their legacy. She spends her time tinkering in her workshop, where she creates marionettes to flit around the Wilds doing her bidding. She occasionally builds constructs for other members of the court, but most likely these creations consider Adderweed their one true master.
Marionette Template
Adderweed can make a marionette version of any creature that doesn’t have legendary actions, has a corporeal body, and is not of the aberration, elemental, or ooze type. A marionette has the following changes: • Its type is construct. • Its Intelligence, Wisdom, and Charisma all become 1 (-5). • It gains damage immunities to poison and psychic and conditional immunities to being blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, or poisoned. • • Its senses change to blindsense 60 ft. (blind beyond this radius). • It cannot cast spells or use innate magic. • It gains Constructed Nature. • New Special Trait: Antimagic Susceptibility. The marionette is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the marionette must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.