Don’t Bring Me Down. The courtier has advantage on saving throws against being frightened or restrained.
Gleeful Gavotte. As a bonus action on each of its turns, the courtier can attempt to enrapture a creature it can see within 30 feet by performing an incredible series of kicks and twists. The courtier makes a Charisma (Performance) check contested by a Wisdom (Insight) check from the target. On a failure, the target has disadvantage on attack rolls and saving throws until the end of its next turn.
Multiattack. The courtier makes three Stiletto attacks.
Stiletto. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Hungry Eyes. The courtier pirouettes, challenging one creature within 10 feet of it to a dance. The courtier makes a Charisma (Performance) check contested by a Wisdom (Insight) check from the target. On a failure, the target is compelled to attack that courtier until the end of their next turn. If the target wins a contest against this effect, they are immune to the courtier’s Hungry Eyes for the next 24 hours.
Judgey Jeers. When the courtier deals damage to a creature it can see, it can use a reaction to clap and jeer sarcastically at the target. If the target can hear the courtier, it takes additional psychic damage equal to the damage dealt by the triggering attack.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Courtiers are the high fops of the Dastardly Disco’s baleful ball, appointed by Hellvis themselves to rule the dance floor. In their stiff silk finery and almost clownish make-up, they are a vision of warped opulence. They are another form of awakened marionette, originally made by The Toymaker, and act as if they’re in the highest echelons of society
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.
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