Puppet Strings. Magical string from the manitou that can be cut. AC 6, HP 3.
Start the Play. The manitou selectively chooses any number of participants to have a ticket up 1 day prior to attacking, creatures with a ticket become audience members and become trapped within a play, watching the events unfold within for ~1 minute, unable to speak or act on their own.
Co-Director. This manitou has agreed to a pact to have a co-director for the play. The Co-Director can gain the same benefit as the Manitou if there are any benefits received.
Multiattack. Audience Watching a Theatre Puppet can make up to two attacks of any kind.
Slapstick. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 4 (1d4 + 4) Bludgeoning damage. CHA Save DC 16, on a fail, creature loses it's reactions and bonus actions, gains 1 string and laughs uncontrollably until the end of their next turn.
Kaboomi. RangedWeapon Attack: +5 to hit, range 40/80 ft., 1 target. Hit: 8 (4d4) Piercing damage.
Equal parts. The manitou benefits from its puppet strings and when attacked by any source will attach a puppet string to the creature responsible for dealing the damage.
Behind the Scenes. The manitou can use it's reaction to provide an additional reaction to another creature.
Each turn, the Manitou gains 3 legendary actions that can be used at the end of another creatures turn. The Manitou regains legendary actions at the start of it's turn.
Play for me (Costs 1 Actions). The manitou can control one creature under it's Audience or aligned with it to move up to 60 feet in any direction, creatures moved this way are stuck in place if the manitou chooses unless the string is cut.
Theatre of the Mind (Costs 2 actions). The manitou targets up to 2 creatures and imbues them with its namesake. The targeted creatures must make an Charisma Saving throw DC 14. On a failed save, they regain 1d4 healing and are stunned. The stunned creature views the battle from an eagled point of view, taking in the entire show. On the start of their turn, they can attempt to break free from the stunned condition making an INT saving throw DC 10 but undergo 1d10 physic damage. If the creature remains stunned, they regain an additional 1d4 hit points.
4th Wall break (Costs 3 actions). The manitou reverberates an intensive life energy through those afflicted by it's strings. Any creature with a string including the Co-Director must roll a 1d4 and be assigned one of the following until the end of their next turn.
1. Bright lights shine upon them, giving Disadvantage on attacks.
2. An invigorating inspirative feeling rushes over you, Gain 1d4 healing for 2 turns.
3. A momentary lapse in your synapse after suddenly feeling like a puppet, Gain 1 point of exhaustion.
4. The rupturing feeling of understanding the methods behind the scenes causes 1d8 physic damage.
Description
An oddity in the world, the physical embodiment of its namesake. Manitou are foreign even to the gods and are a force of nature realized in the world.
Lair and Lair Actions
The manitou upon activating its namesake turns the space nearby it into it's lair. Each round, on an initiative roll 20 (always goes first in a tie) the lair action will commence up to 7 rounds and then be closed out completely.
Pre-lude. Anyone with a ticket becomes an audience member and are unable to move, speak or act without the manitou, and anyone who is within the space gains 2 puppet strings and are unable to move from their space on their own unless the strings are cut on a Dexterity Saving throw DC 13.
Act 1. All creatures gain 2 additional puppet strings on a failed Dexterity saving throw DC 14.
Act 2. All audience members gain 2 strings and lose hit points equal to the # of strings attached to them on a failed Dexterity saving throw DC 15.
Act 3. All audience members gain 2 strings and lose hit points equal to the # of strings attached to them on a failed Dexterity saving throw DC 16. The Manitou regains hit points equal to the # of strings it has lost since the battle.
Act 4. All audience members gain 2 strings and lose hit points equal to the # of strings attached to them on a failed Dexterity saving throw DC 17. The manitou can now freely control any deceased puppets up to 30 hit points before the puppet breaks.
Act 5. All audience members gain 2 strings on a failed Dexterity saving throw DC 18 and lose hit points equal to the # of strings attached to them.
Finale. The manitou can no longer control puppet strings, and will now attack directly. Gaining an additional turn on the lair action and a new armor class of 17.
Close out. The manitou stops fighting completely and flees.
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