Small Construct, Neutral
AC 16 Natural Armor    Initiative +3 (13)
HP 33 (6d8 + 1)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 16 +3 +6
CON 13 +1 +1
Mod Save
INT 16 +3 +6
WIS 16 +3 +3
CHA 10 +0 +0
Senses Darkvision 60 Feet; Passive Perception 14
Languages Common Can understand but not speak
CR 5 (XP 1,800; PB +3)
Traits

Arcane Power Source. The Arcane Living Marionette does not have a set amount of spells it can cast. Instead it spends Hit Points to cast spells. As long as the Arcane Living Marionette has more than 15 Hit Points it may take damage equal the listed cost for the spell it wishes to cast.

Explosive Demise. When The Arcane Living Marionette reaches 0 Hit Points, it explodes. All creatures within a 10ft radius must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Magic Resistance. The Arcane Living Marionette has advantage on Saving Throws against spells and other magical effects.

Actions

Premature Detonation. If The Arcane Living Marionette has less than 15 Hit Points remaining, it may spend its entire turn focusing its power inward. If it has not been destroyed by the start of it’s following turn, it explodes with tremendous force. Each creature within a 20ft radius must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Spellcasting. The Arcane Living Marionette casts on of the following spells, using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks). The Arcane Living Marionette has the following spells prepared:

At Will: firebolt
1 HP: burning hands, magic missile
2 HP: spider climb
3 HP: lightning bolt

 

 

Bonus Actions

Misty Step (3 HP). The Arcane Living Marionette casts Misty Step, using the same spellcasting ability as Spellcasting

Reactions

Shield (2 HP). The Arcane Living Marionette casts Shield, using the same spellcasting ability as Spellcasting

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: construct

Habitat: Any

TheMinnich

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