Hollow Eyes: When within 10 ft. of the doll, creatures must succeed on a DC 12 Wisdom saving throw or be unsettled, giving them disadvantage on their next attack roll against the doll.
Puppeteer's Whisper (Recharge 6): The doll emits a soft, eerie nursery rhyme. One creature of the doll's choice within 30 feet that can hear it must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the doll’s next turn.
Tiny Terror: Can share a space with Medium or larger creatures. Has advantage on Stealth checks when adjacent to furniture, toys, or debris.
Claw Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.
Thread Tangle (Recharge 5-6). The doll throws magically animated thread. One create within 15 ft. must succeed on a DC 13 Strength saving throw or become Restrained by thread until the end of their next turn.
Mirrorbound Mischief. Once per day, the girl doll can step through a mirror within 5 feet and emerge from another mirror within 30 feet, as if casting misty step. She must know the location of both mirrors or be stuck within the mirror until she sees a new mirror to complete the circuit.
Description
Animated Objects
Magic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.
Roll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.
| 1d10 | The Object Was Animated By ... |
|---|---|
| 1 | A Celestial or Fiend using the object to protect or torment a mortal. |
| 2 | A combination of magic and technology, such as alchemy or alien science. |
| 3 | The essence of someone transformed by a supernatural trickster. |
| 4 | Fey as part of their games or wiles. |
| 5 | Happenstance, with the item gaining a semblance of life after a hundred years of use. |
| 6 | A magic-user in need of a guardian or servant |
| 7 | The song of a magical instrument. |
| 8 | A spirit possessing the object. |
| 9 | Wild magic, a spell that went awry, or a chaotic Artifact. |
| 10 | The will of a powerful psychic being. |
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