Small Construct, Typically Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 68 (8d8 + 10)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
15 (+2)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws INT +5, WIS +3, CHA +5
Skills Arcana +10, History +10, Persuasion +13, Religion +5, Stealth +12
Damage Resistances Psychic
Damage Immunities Necrotic, Poison
Condition Immunities Paralyzed, Petrified, Poisoned
Senses Darkvision 30 ft., Truesight 12 ft, Passive Perception 16
Languages Common And any other languages the creator of the doll knows, plus whatever languages the doll learned on it’s own
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

Resurrection: If the doll is destroyed, but the magic animating it is not dispelled, the doll regenerates within 1d12 days and comes back fully formed with it’s memory intact. A simple dispel magic or similar spell can be used after the doll has been destroyed, and the doll will be irrecoverably destroyed. 

Lore recall: The doll is well-versed in the history of the culture of the person or people who created it, and has advantage on remembering any lore relating to said culture. It also perfectly remembers any memory that directly involved it, such as interacting with people personally.

Ageless: The doll is unable to age as long as the magic animating it is still functioning. 

Customizable: Advisor Dolls are often highly customizable depending on the material that they are made out of. Gnomes and dwarves especially like tinkering with Advisor dolls, and dolls made by them tend to enjoy this. Customized dolls might have more attacks than just the ones that are listed here, and have more features. For example, a doll might have built in needles or daggers as weapons, or mechanical components. 

Weaknesses: An advisory doll will have certain vulnerabilities depending on the material it is made out of. For example, a porcelain doll will be vulnerable to force and bludgeoning damage, plushies will be vulnerable to slashing and piercing as well as acid, wooden dolls will be vulnerable to acid, fire, and cold, and so on. Dolls will try to counteract these weaknesses by any means possible as long as it doesn’t somehow interfere with what their master wants. It is up to you to decide their specific weakness and material. 

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

Variant feature: Built in spells

The Advisor doll is a sixth level sorcerer, built with spells so that it can serve its master more effectively. The spells are usually tailored to the needs of the first person the doll was made for. Despite being a sorcerer, it uses its intelligence for spellcasting. It has a spell save of DC 14, +6 to attack, and +3 to its intelligence modifier when using spells. Additionally, Advisor Dolls often learn ritual magic and wizardry and manipulate the mana around them for higher versatility so they can better serve their master or master’s bloodline. The following is only a sample of the spells a doll might use, but they’re usually specialized according to what culture or purpose they were made for. A genasi-made doll might use elemental rituals, one made by demons might use necromancy, and so on. 

Sample spells/cantrips built in:

Cantrips: guidance, light, mage hand, mending, message, minor illusion, Prestidigitation

First level spells (Four spell slots) disguise self, expeditious retreat, fog cloud

Second level spells (three spell slots): *enlarge/reduce, fog cloud, Misty step

Third level spells (Three spell slots): counterspell, dispel magic, fog cloud

*Spell quirk:If the doll uses the enlarge/reduce spell to make itself larger, the armor class decreases by two, but if it uses the spell to reduce its size, the armor class goes up by two.

 

 

Actions

Punishment for unruly behavior. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: The target takes 5 (1d8) bludgeoning damage as the doll smacks it’s target with a ruler on the knuckles. 

Scholarly Tirade: The advisory doll unleashes an authoritative lecture in a 20 foot line, which is twenty foot long, and two feet wide. Anybody in the line must make a DC 14 constitution saving throw or take 1d12 psychic damage, or half that on a successful throw. 

Wrath of the advisor: (Rechargeable; roll 1d6) The Doll uses some of the magic  it to manifest as psionic energy and attacks with a psychic outburst. The target or targets must make a DC 16 Intelligence saving throw or take 1d10 psychic damage. This either affects everyone in a 30 foot radius, or it can be targeted on a single enemy in the radius, in which case they must make a DC 18 intelligence saving throw or take 3d10 psychic damage. 

Mana explosion: In an act of desperation, the advisor doll can dispel the magic animating it on it’s own, resulting in the utter destruction of the doll as it explodes violently. Anyone in a 100 foot radius must make a DC 15 dexterity saving throw or take 2d10 bludgeoning damage, 1d10 fire damage, and 1d10 psychic damage. If they succeed on the saving throw, they take only half damage. The advisor doll will only use this feature to save it’s master, and only if the master won’t be caught up in the blast. 

Description

An advisor doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. The doll is created by powerful wizards or groups of wizards to serve as an advisor for a group of people or person that they want to pass their knowledge onto.

Common examples include a dying culture‘s wizard, such as a powerful storm giant or dragon, creating a doll to carry their traditions onto the group of people entrusted with carrying on their legacy, such as a storm giant gifting a dwarf with such a doll and helping them set up a kingdom, with the doll advising the dwarf and all of their descendants while carrying on the legacy of the original culture. Sometimes, a king or powerful individual simply wants a nanny or tutor, and have a wizard make them a doll for this purpose.

However they came to be, Advisor dolls tend to be animated dolls or toys, roughly two to three feet in height or larger depending on who they’re made for. The doll is highly intelligent, but not traitorous, advising whoever they’re made for, and taking care of their children, usually educating them. The cycle tends to be that a king will entrust their children to the doll, and when the eldest becomes old enough to rule, he tasks the doll with being his most trusted advisor and consultant. Then, when he has his own child, he tasks the doll with caring for them. Each doll grows as they experience more things, and develop varying opinions, although they rarely develop contrary opinions as to what their creator made them to think, although they can have nuanced opinions on the topic.

An advisory doll always does what they think is best to preserve the culture that made it and the well-being and success of their current master, prioritizing their master only slightly above preserving the culture that made it. They will directly disobey orders and go rogue occasionally if they think it can benefit their master or culture better than obeying. 
 

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Habitat: Urban

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