Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws CON +8, CHA +10
Skills Deception +0, Performance +0
Damage Resistances Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 12
Languages understands the languages of its creator
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

False Object. If the carrionette magician is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the carrionette move or act, that creature must succeed on a DC 18 Wisdom (Perception) check to discern that the carrionette is animate.

Unusual Nature. The carrionette magician doesn’t require air, food, drink, or sleep.

Spellcasting. The carrionette magician is a 13th level spellcaster. Its spellcasting ability is charisma (spell save DC18, +8 to hit with spell attacks). The carrionette has the following spells prepared:

Cantrips (at will): mage hand, minor illusion, vicious mockery.

1st level (4 slots): charm person, disguise self, Tasha's hideous laughter

2nd level (3 slots): invisibility, mirror image, phantasmal force

3rd level (3 slots): hypnotic pattern, enemies abound, major image

4th level (3 slots): confusion, dimension door, Raulothim's psychic lance

5th level (2 slots): mislead, synaptic static

6th level (1 slot): programmed Illusion, Otto's irresistible dance

7th level (1 slot): etherealness, mirage Arcane

Actions

Silver Needle. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 piercing damage plus 28 (8d6) necrotic damage, and the target must succeed on a DC 18 Charisma saving throw or become cursed for 1 minute. While cursed in this way, the target’s speed is reduced by 10 feet, and it must roll a 1d8 and subtract the number rolled from each ability check or attack roll it makes.

Soul Swap. The carrionette performer targets a creature it can see within 15 feet of it that is cursed by its Silver Needle. Unless the target is protected by a protection from evil and good spell, it must succeed on a DC 18 Charisma saving throw or have its consciousness swapped with the carrionette. The carrionette gains control of the target’s body, and the target is unconscious for 1 hour, after which it gains control of the carrionette’s body. While controlling the target’s body, the carrionette retains its Intelligence, Wisdom, and Charisma scores. It otherwise uses the controlled body’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.

If the carrionette’s body is destroyed, both the carrionette and the target die. A protection from evil and good spell cast on the controlled body drives the carrionette out and returns the consciousness of both creatures to their original bodies. The swap is also undone if the controlled body takes damage from the carrionette’s Silver Needle.

Jeffrey_snyder3

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