Small Construct, Chaotic Neutral
AC 12 (natural armor)    Initiative +3 (13)
HP 40 (3d8 + 5)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 18 +4 +12
CON 10 +0 +3
Mod Save
INT 12 +1 +5
WIS 12 +1 +6
CHA 20 +5 +14
Skills Acrobatics +10, Performance +15
Vulnerabilities Fire
Resistances Psychic
Immunities Poison; Poisoned
Senses Darkvision 30 ft.; Passive Perception 15
Languages All
CR 1/2 (XP 100; PB +2)
Traits

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

Self-Repair. Antazmos regains 5 hit points at the start of his turns. If he takes fire damage, this trait doesn’t function at the start of his next turn. Antazmos is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.

Artificial Nature. Antazmos doesn’t require air, food, drink, or sleep. He is also immune to magical aging effects.

Beguiling Magic: Immediately after Antazmos casts an Enchantment or Illusion spell using a spell slot, he can cause a creature you can see within 60 ft. of him to make a DC 15 Wis. saving throw. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute, and it repeats the save at the end of each of its turns, ending the effect on itself on a success.

Ball-Jointed: You can move through a space as narrow as 1 ft. wide as if it were Difficult Terrain.
Actions

Wonder-Rang: Ranged weapon, 60ft. (+7) Hit: Target takes (1d4+3) bludgeoning damage and must make a wisdom saving throw (DC 15) or be stunned until the start of Antazmos' next turn. Alternatively, Antazmos can forgo the stun condition and steal an item from the target instead.

Wonder Magic: Antazmos can cast spells through his bardic arts. Charisma is his spellcasting ability for his Bard spells (Spell DC 15, Spell Attack +7).

Cantrip: Guidance, Minor Illusion, Starry Wisp, Vicious Mockery

1st Level: Bane, Charm Person, Color Spray, Disguise Self, Tasha's Hideous Laughter

2nd level: Calm Emotions, Invisibility, Mirror Image, Spray of Cards

3rd Level: Stinking Cloud

Bonus Actions

Inspiring Spectacle: As a Bonus Action, Antazmos can inspire another creature within 60 ft. that can see or hear him. That creature gains one of his Bardic Inspiration dice (1d8). Once within the next hour, when the creature fails a d20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the total, potentially turning the failure into a success. Antazmos can confer his Bardic Inspiration die 4 times per Short or Long Rest.

Invigorating Spectacle: Antazmos can weave fey magic into a performance to fill others with vigor. As a Bonus Action, he can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When he does so, choose a number of other creatures within 60 feet of himself, up to 4 people. Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its Speed without provoking Opportunity Attacks.

Wonder Magic: Antazmos can cast spells through his bardic arts. Charisma is his spellcasting ability for his Bard spells (Spell DC 15, Spell Attack +7).

1st Level: Sanctuary

 

Reactions

Wonder Magic: Antazmos can cast spells through his bardic arts. Charisma is his spellcasting ability for his Bard spells (Spell DC 15, Spell Attack +7).

1st Level: Silvery Barbs

 

Description

One of the cruelest tricks of the fey is a grand deception. Legends say that when one refuses to give a child to a Fey after bargaining, then the child will be stolen and replaced by a wooden puppet replica. The puppet is sentient and feels the same as any normal child, but it never truly was alive. These puppets are often scorned, abandoned, or destroyed for their abominable facsimile.  

Antazmos has been on his own since birth. His clothes were stolen from a toy store, his wand and boomerang are hand-made. His magic was not studied, it is ingrained as a fey construct. He's learned to be shrewd and cunning, using powerful illusion magic and clever lies to get his way. Trying to do good and achieve his dream to belong, Antazmos roams across villages and taverns to perform magic tricks and astound audiences, with mixed success. One fateful day he spotted an odd Tiefling and his large bodyguard trying to harass people to donate for a charity, with little success. After using his wile and magic to procure some funding, Antazmos found himself travelling with the Marauders on another grand scheme to "save the world".

In combat, Antazmos is always in the back. He supports his teammates and trips up the opposition with his bardic magic. He is not a fighter and may attempt to charm his way out of a fight if his teammates are down.

Previous Versions

Name Date Modified Views Adds Version Actions
4/25/2026 1:25:01 AM
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