Medium Construct, Unaligned
Armor Class 16 Natural
Hit Points 39 (6d8 + 12)
Speed
STR
12 (+1)
DEX
17 (+3)
CON
14 (+2)
INT
7 (-2)
WIS
12 (+1)
CHA
6 (-2)
Damage Resistances Psychic
Damage Immunities Poison
Senses Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Puppeteer's Strings. The ceilidh kicker uses long, whip-like strings to
grapple and puppeteer other creatures. The strings are objects (AC 12;
15 hit points; vulnerability to slashing damage). Destroying the strings
grappling a puppeteered creature frees it and ends the effect, but does
not damage the ceilidh kicker. The ceilidh kicker has 6 strings. If a string
is destroyed it can create two new strings (to a maximum of 6) on its
next turn as a bonus action. The ceilidh kicker needs at least 2 strings to
Puppeteer a creature it has grappled.

Actions

Multiattack. The ceilidh kicker makes two reel attacks, or they can
make one reel attack and one ravel attack.

Reel. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit:
8 (1d10 + 3) slashing damage.

Ravel. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one
creature. Hit: The target is grappled (escape DC 13). Until this
grapple ends, the target is restrained.

Puppeteer. The Ceilidh Kicker uses its strings to puppeteer the body of
the creature it is grappling with its strings. The target is forced to use its
reaction to make a single weapon attack against a target of the ceilidh
kicker’s choice within reach

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

Description

Crafted by The Toymaker for the Dastardly Disco’s Killer Ceilidh long ago,
these humanoid awakened marionettes are dressed in the garb of highland
dancers and live only to make mortals dance to their hellish jig. They possess
no abilities to speak and are more machine than most other marionettes.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

LegbasCrossroad

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