Medium Undead, Any Alignment
Armor Class 7 Natural armor
Hit Points 72 (16d8)
Speed 55 ft.
STR
11 (+0)
DEX
9 (-1)
CON
18 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
9 (-1)
Damage Vulnerabilities Psychic, Radiant
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Deafened, Exhaustion, Paralyzed, Poisoned, Prone
Senses Blindsight 100 ft., Passive Perception 14
Languages All the languages its spirits knew in life. Unable to speak.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Numerous Possessions. Each of the spirits trapped within the charred marionette controls one of its limbs, causing it to have four turns each round. At the beginning of combat roll initiative four separate times, once for each turn. Despite each turn representing the actions of a different spirit within the marionette, it can still perform all of its possible actions and bonus actions even if they were performed on a different turn earlier in the round.

The total health points of the marionette is spread among each of the ropes attached to its four limbs. A rope has 18 (4d8) total health points and connects each of the spirits to a limb. Psychic attacks that affect a creature are targeted at the spirit, but still do damage to the rope health pool. Upon exorcising a spirit (destroying a rope) either the corresponding turn is removed from the turn order (the corresponding turn should be determined when rolling initiative) or the last of the marionette’s turns in the turn order is removed.

New Blood. If a creature dies within 200 ft. of the charred marionette and one of the four spirits have been exorcised, the spirit of the diseased creature assimilates into the marionette. The marionette heals for 18 (4d8) and gains a new turn (roll initiative for this new turn).

Suspenseful Disappearance. Right before moving to a different position, the marionette is quickly lifted upwards until it is no longer visible (possibly through the loft of a room), whereafter it is lowered down at another location. Moving to this new position must be possible by walking as the marionette. If the marionette leaves the range of an opponent, it does not trigger an opportunity attack.

Actions

Distressful Melody. The charred marionette sporadically grinds its bow against the strings of its violin resulting in a distressing almost melodic sound. All creatures within 20 ft. or one creature of your choice within 60 ft. must make a DC 12 Constitution or Wisdom saving throw of their choice. On a failure, the creature(s) take 5(2d4) psychic damage and become frightened for 1d4 - 1 turns.

Unnerving screech. Something within the motionless marionette lets out a frightening screech. All creatures within 60 ft. lose their current concentration and must roll a DC 18 Wisdom saving throw. On a failure, creature take 9 (3d6 - 2) psychic damage.

Unveil Maw. Flavour text: The marionette's stomach tears apart, leaving its lower half hanging from its upper body by an incomprehensible mass of bloody intestines and soaking eyeballs of different colours and sizes. In between its two halves are thousands of rusty needles, appearing almost as crooked teeth.

The marionette lunges at a target within 10 ft. and attempts to trap it in its terrible maw. The target must make a DC 16 Dexterity (Acrobatics) or Strength (Athletics) check. On a failure, the target is grappled and incapacitated. At the start of a grappled creature’s turn, they must make a DC 14 Constitution saving throw, whereafter they may attempt to escape with a DC 11 Strength (Athletics) or Dexterity (Acrobatics) check. On a failure of the Constitution saving throw, the creature takes 7 (1d8 + 2) necrotic damage.

Description

A marionette hang limp from four shrivelled ropes, with a vionlin in its hand and a bow in the other. Its body is dry and blackened, and its pearly glass eyes stare into nothingness. The marionette looks inconspicuously inanimate at first glance, but within stirs great emotions.

The marionette is extremely aggresive attacking anyone who approaches it. In combat the marionette reamains still, only making sudden, convulsive movements when attacking.

Note on use: The charred marionette is intended to be an early game boss or miniboss. Do not include multiple enemies in combats with the marionette unless your party is overleveled or you plan on having a close combat, as the marionette has great utility (theoretically being able to fear the whole party for 3 turns 4 times every round). As a reward for beating the marionette, I recommend giving your party a charred violin.

Monster Tags: undeadconstructhumanoid

Habitat: Urban

H0ttub

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