Medium Construct, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 200 (20d20 + 100)
Speed 40 ft.
STR
16 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
19 (+4)
WIS
19 (+4)
CHA
20 (+5)
Saving Throws DEX +11, INT +10, WIS +10, CHA +11
Skills Insight +14, Perception +13, Performance +15
Damage Resistances Force, Necrotic, Psychic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 25
Languages All
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Michaelangelo fails a saving throw, it can choose to succeed instead.

On Stage. Michaelangelo can't be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Backstage. Michaelangelo can teleport from his current space to an unoccupied space within 100 ft of him.

Dusty Puppet. Michaelangelo doesn't require food, sleep, or air to survive. It can regain Actions and Bonus Actions after a long rest where it is motionless for 6 hours where it still retains consciousness. 

Actions

Multiattack. Michaelangelo can attack with one Claw Attacks and one Piano Melody Attack.

Piano Melody. Ranged Magic Attack: +16 to hit, reach 15 ft., three targets. Hit: 21 (2d10 + 10) psychic damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Costume Change. Michaelangelo magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, Michaelangelo retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except for any class features or legendary actions of that form.

Bonus Actions

Musician. Michaelangelo summons three puppets that resemble him. They use the statistics of Shadows. They follow his commands and consider him as friendly. If he is with allies, they consider the allies friendly as well but do not follow their commands. Michaelangelo can dismiss them at any time. Michaelangelo cannot use this Bonus Action again till after a long rest. 

Legendary Actions

Michaelangelo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Michaelangelo regains spent legendary actions at the start of its turn.

Detect. Michaelangelo makes a Wisdom (Insight) check.

Violin Strings. Michaelangelo beats summons its violin. Each creature within 15 feet of Michaelangelo must succeed on a DC 20 Wisdom saving throw or take 17 (2d6 + 10) psychic damage and be deafened.

Description

That mad mutt puppet, you must muffle and muzzle him.
Flow is so dirty, there's much more than muck muddled in.
Tatty and unkempt, so actually the main G
Couldn't tame me with a chain leash or lame treats.
 
Michaelangelo is a character who embodies the very spirit of music and the unrelenting passion of every musician to polish their artistry. As a visual representation of this musical essence, he takes on the appearance of a puppet-like creature standing at 5 feet in height. His furry brown coat and floppy ears lend him an endearing, yet curious look - a cross between a bipedal dog and a whimsical musical note brought to life. While he's a multi-instrumentalist with a broad range of musical skills, his true love lies in playing the piano and the violin, which he does with a level of virtuosity that is nothing short of mesmerizing. He mostly practices Jazz and Classical but his talents vary. 
He is the mastermind behind a fascinating Traveling Theatre that transcends dimensions to provide a one-of-a-kind entertainment experience to all those who seek it. The theatre's performances are so enthralling that they leave the audience spellbound. However, there's a catch - the theatre tends to vanish without a trace, leaving everyone wondering where it went. This unpredictability bothers him, as he has no control over where it ends up next. Despite this, he continues to take the theatre to new dimensions, hoping to bring joy and excitement to all those who cross its path. The Theatre is not only managed by Michaelangelo, but also a wide variety of other puppet creatures that provide entertainment and live within the theatre.

Lair and Lair Actions

The Traveling Theatre 

Michaelangelo's Theatre is a mysterious and enchanting demiplane that seems to manifest itself in the most unexpected of places, without warning or explanation. Its appearance often catches travelers and adventurers off guard, as if it were a mirage or an illusion. The Theatre itself is a breathtaking sight to behold, with rows upon rows of comfortable seats arranged in a semi-circle around a grand stage that exudes a sense of elegance and luxury. The stage is adorned with long, flowing velvet curtains in a deep shade of red, and the entire building is illuminated by a warm, golden light that bathes everything in a soft glow. 

Lair Actions

On initiative count 20 (losing initiative ties), Michaelangelo takes a lair action to cause one of the following effects; Michaelangelo can’t use the same effect two rounds in a row:

  • Michaelangelo glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature Michaelangelo can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence Michaelangelo has imagined into being. To escape, the creature must use its action to make a Charisma check contested by Michaelangelo's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region containing a Michaelangelo’s lair is warped by Michaelangelo’s magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of Michaelangelo’s lair, Michaelangelo can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with Michaelangelo upon waking.
  • Old piano music fills the air 1 mile around the entrance to the Theatre. 
  • Dogs of all sorts seem to gather within 5 miles of the entrance of the Theatre. They are friendly unless they are hurt. 

If Michaelangelo dies, these effects end immediately.

WendigoOfLore

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