Huge Fey, Neutral Evil
Armor Class 17 Natural Armor
Hit Points 155 (11d10 + 42)
Speed 60 ft., Walk 45 ft., Climb 40 ft.
STR
17 (+3)
DEX
12 (+1)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
19 (+4)
Saving Throws STR +6, CON +4, WIS +4, CHA +7
Skills Insight +4, Intimidation +6, Performance +6
Damage Resistances Necrotic, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Stunned
Senses Darkvision 60 feet, Passive Perception 14
Languages Common, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Actions

The Carnival Puppermaster makes 2 claw attacks. 

Claw Attack. +6 to hit, reach 10 ft., 1target. Hit: 2d8+5 slashing damage and 1d6 necrotic damage. The target makes a DC16 dex. or str. save or is glappled. 

Crowd pick. The Puppetmaster brings down 1d4 people from the crowd onto the arena. They use the Zombie stat block. They appear at any entry point to the arena

Bonus Actions

Claw Crush. The Puppetmaster lifts a target that is currently grappled in it's claw 10 ft. in the air and crushes them. The target suffers 2d6 bludgeoning damage and is dropped to the ground, releasing the grapple. Any creature in the arena must succeed a DC13 Wis. saving throw or be frightened for a minute. A creature may use an action and try to shake the fear off (Must succeed the same saving throw). 

Legendary Actions

The Carnival Puppetmaster has 2 Legendary actions. They may only use them at the end of another creature's turn and can only take one at a time. They gain back all of their Legendary actions at the beginning of their turn. 

Witch Tendril attack (Costs 1 Action). Mister Witch's tendril flashes a bright red colour and shoots out one fire bolt. 
Attack: +5 to hit. Range 120 ft.
Hit: 1d10 fire damage.

Light Tendril attack (Costs 1 Action). Mister Light's tendril sparks with energy and releases one Lightning bolt.
Attack: +4 to hit. Range 60 ft. 
Hit: 1d8 thunder damage.
The affected creature must succeed  14CON. saving throw or becomes stunned until the end of their next turn. 

Acid pits. (Costs 2 Actions). The Carnival Puppetmaster spits out 1d4 gallons of acid directed towards the mounds of trash thrown by the crowd. The mounds become 10sq.ft. acid pits for 2 rounds.
Any creature who steps in an acid pit must succeed a DC16 CON saving throw or suffer 2d6 acid damage. They make another saving throw at the start of their turn if they still stand in it. 
The acid pits get absorbed into the ground after 2 rounds, removing the mound of trash with it. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

The Big Top's crowd seems to become possessed with dark, evil energy. They cheer whenever the Puppetmaster speaks or takes an action and moan creepily whenever the enemy makes a strike against the enemy. 

Lair Actions

On initiative count #20 (losing initiative ties), the Puppetmaster takes a lair action to cause one of the following effects 

  • Crowd drain. The Big Top's crowd life energy is drained and redirected to the Puppetmaster. They heal 2d10+5 hit points. Their eyes seem to glow ever brighter with evil energy. The crowd's moans die down as the life energy is consumed.
  • Gloomy crowd. Unimpressed with the current performance, the crowd starts throwing whatever they have on hand into the arena, creating 10sq.ft. mounds of trash. The mounds are considered rough terrain. In addition, any creature fighting the Puppetmaster must make a DC14 CHA saving throw or have disadvantage in their next attack roll or saving throw. 

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/23/2023 1:29:34 AM
10
1
1,1
Coming Soon
2/23/2023 8:37:59 PM
7
1
1,2
Coming Soon
2/26/2023 2:56:47 AM
8
2
2,1
Coming Soon

Monster Tags: fey

TCMidna

Comments

Posts Quoted:
Reply
Clear All Quotes