Small Construct (Ambusher), Chaotic Evil
AC 20 (unnatural agility)    Initiative +15 (25)
HP 315 (30d6 + 210)
Speed 35 ft., Climb 40 ft.
Mod Save
STR 16 +3 +3
DEX 26 +8 +15
CON 24 +7 +14
Mod Save
INT 14 +2 +2
WIS 16 +3 +3
CHA 20 +5 +12
Skills Acrobatics +15, Deception +12, Perception +10, Persuasion +12, Stealth +22
Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison, Psychic; Charmed, Exhaustion, Paralyzed, Petrified, Poisoned, Stunned
Senses Passive Perception 20
Languages Abyssal, Common
CR 21 (XP 33,000; PB +7)
Traits

Ambusher. The marionette has advantage on initiative rolls. During the first round of combat, it has advantage on attack rolls against creatures that haven’t taken a turn yet, and its attacks deal an extra 21 (6d6) damage.

Uncanny Mobility. The marionette can move through spaces as narrow as 1 inch wide, climb difficult surfaces without a check, and doesn’t provoke opportunity attacks.

Cursed Presence. Creatures within 30 feet that can hear the marionette’s laughter have disadvantage on Wisdom (Perception) checks and can’t benefit from advantage on attack rolls.

Predator’s Hearing. The marionette can’t see in darkness. However, it has advantage on Wisdom (Perception) checks that rely on hearing, and it can pinpoint the location of creatures within 30 feet of it that aren’t hidden or magically silenced.

Blood Mark. When the marionette hits a creature, it can mark it (no action). While marked, the marionette knows the creature’s location while on the same plane, and its attacks deal an extra 10 (3d6) necrotic damage to that target. The mark lasts until the target finishes a long rest or dies. The marionette can have up to three creatures marked at a time.

Legendary Resistance (3/Day). If the marionette fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The marionette makes three attacks.

Razor Hands. Melee Attack Roll: +15, reach 5 ft. Hit: 19 (2d10 + 8) slashing damage plus 10 (3d6) necrotic damage. If the target is marked, it takes an additional 10 (3d6) necrotic damage.

Butcher’s Dagger. Melee Attack Roll: +15, reach 5 ft. Hit: 27 (4d8 + 8) piercing damage. If the target is surprised or hasn’t taken a turn yet in this combat, it takes an extra 18 (4d8) damage.

Sever the Strings (Recharge 5–6). The marionette targets one creature it has marked within 60 feet. The target must succeed on a DC 21 Charisma saving throw or be incapacitated until the end of its next turn, and the marionette teleports to an unoccupied space within 5 feet of it. On a successful save, the creature takes 22 (4d10) psychic damage.

Bonus Actions

Skitter. The marionette moves up to its speed without provoking opportunity attacks.

Hide. The marionette takes the Hide action.

Reactions

Slip Away. When the marionette is hit by an attack, it halves the damage and moves up to half its speed without provoking opportunity attacks.

Legendary Actions

The marionette can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

Move. The marionette moves up to its speed.

Razor Hands. The marionette makes one Razor Hands attack.

Vanish (Costs 2 Actions). The marionette becomes invisible until the start of its next turn or until it makes an attack.

String Pull (Costs 2 Actions). One creature marked by the marionette within 30 feet must succeed on a DC 21 Wisdom saving throw or move up to its speed in a direction of the marionette’s choice.

Description

At a glance, the Bloodstitch Marionette resembles a child’s toy—small, bright-eyed, and wrong in a way that is hard to place until it moves.

Its body is stitched from layered cloth and alchemical leather, dyed in faded, cheerful colors that have long since been ruined by dark stains. Its face is split by crude seams, one side pulled too tight, the other sagging slightly, as if repaired too many times. Tiny fractures run across its features like old scars—and from those seams, a dark, bloodlike ichor slowly seeps, soaking into the fabric but never fully drying.

Its glassy eyes are alive with malice. When it smiles, the expression stretches too far, revealing jagged, mismatched teeth pushed through a mouth that was never meant to hold them.

After battle, it looks worse—not broken, but repaired. Fresh stitches bind torn limbs. Cracks are crudely sewn shut. Blood seeps from the seams as if the doll itself remembers the pain of the flesh it once wore.

When it moves, it doesn’t walk so much as jerk forward in bursts—skittering along walls, crawling across ceilings, slipping through spaces far too small for anything with a body. Its laughter echoes before it appears: high-pitched, mocking, and filled with a hateful intelligence that should not exist in something so small.


Origin — The Bloodstitch Curse

The first Bloodstitch Marionette was not created—it was born from desperation and spite.

In the crowded slums of a great city, a murderer known only as “the Stitcher” evaded justice for years. A killer of cruel ingenuity, he delighted in prolonging suffering, leaving behind victims marked by ritualistic cuts and careful mutilation. Eventually hunted down and mortally wounded by agents of the law, the Stitcher fled into the workshop of a toymaker.

There, surrounded by unfinished dolls and puppets, he performed a forbidden rite—an improvised fusion of necromancy and soul-binding magic. Drawing his own blood, he carved sigils into cloth and wood, forcing his soul into the nearest vessel as his body failed.

The ritual worked—but not as intended.

His soul did not rest comfortably within the doll. It fractured, stitching itself unevenly into the form. Pain became permanent. Flesh became memory. And the hatred that defined him only sharpened.

The first Bloodstitch Marionette rose from the worktable, small, broken, and laughing.


Nature of the Marionette

A Bloodstitch Marionette is not simply a possessed object—it is a soul trapped in a body that cannot die properly.

  • It does not feel pain, but it remembers it vividly
  • It does not bleed, yet its seams constantly weep with stolen life
  • It cannot truly heal, only re-stitch itself using what it takes from others

Over time, the marionette learns to refine its form:

  • Adding new stitching from victims
  • Reinforcing its structure with sinew-like thread
  • Repairing itself mid-combat in grotesque ways

Each one becomes a patchwork of past violence.


Behavior

The Bloodstitch Marionette is driven by a twisted imitation of human instinct:

  • It stalks rather than confronts
  • It isolates prey, targeting the weakest or most distracted
  • It delights in fear, often revealing itself briefly before vanishing again
  • It speaks in mocking whispers, taunts, or broken imitations of friendly tones

Unlike mindless constructs, it is patient. It will follow a target for days, learning routines, waiting for the perfect moment to strike.


Hunting Style

The marionette prefers:

  • Confined spaces (homes, inns, ships, narrow corridors)
  • Darkness or low visibility
  • Targets separated from allies

It often:

  • Hides among toys, clutter, or debris
  • Climbs walls and ceilings to avoid detection
  • Strikes from behind, then retreats immediately

Victims rarely realize they’re being hunted until it’s too late.


Reproduction of the Curse

The curse can spread.

Some Bloodstitch Marionettes learn to perform a lesser version of the original ritual:

  • Binding fragments of their essence into other dolls
  • Creating weaker copies or “offspring”
  • Attempting (and often failing) to transfer fully into new bodies

This makes them especially dangerous—not just a killer, but a seed of future horrors.


Weaknesses & Fears

Despite its brutality, the marionette has instincts for survival:

  • It avoids open spaces where it cannot hide
  • It retreats from overwhelming force or sustained radiant magic
  • It fears being completely destroyed without material to repair itself

Fire, radiant energy, and complete dismemberment are among the few ways to end it permanently.

Previous Versions

Name Date Modified Views Adds Version Actions
5/6/2026 3:07:10 AM
11
1
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Coming Soon

Monster Tags: ambusher

Habitat: Any

Treasure:  None

WilliamTaylor7652

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