| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 16 | +3 | +5 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 14 | +2 | +4 |
| CHA | 8 | −1 | −1 |
False Appearance. If the cursed 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 15 Intelligence (Investigation) check to discern that the cursed doll is animate.
Regeneration. The cursed doll regains 5 hit points at the start of its turn. If the cursed doll takes fire damage, this trait doesn’t function at the start of the cursed doll’s next turn. The cursed doll is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Doll's Curse. The first creature to target the doll with an effect that deals damage must make a DC 18 Intelligence save or become Cursed. If a Cursed target is reduced to 0 hit points, the curse transfers to the nearest enemy creature from the previous target. While a target is Cursed, any damage done to the doll that isn’t Fire damage is instead dealt to the Cursed target as Piercing damage and the doll takes no damage.
Unusual Nature. The doll doesn’t require air, food, drink, or sleep.
Pin Self (only while a target is Cursed). Reach self. Hit: 2 (1d4) Piercing damage and one of the following effects is applied to the cursed target, replacing any effect currently applied (roll 1d8 for which one):
1 - Arm. The target has disadvantage on attack rolls.
2 - Body. The target has a -2 penalty to their Armor Class.
3 - Face. The target must make a DC 12 Constitution saving throw. On a failure, the target is Blinded.
4 - Leg. The target's speed (except any flying speed) is halved.
5 - Tail. The target has disadvantage on Acrobatics and Athletics checks.
6 - Throat. The target must make a DC 12 Charisma saving throw. On a failure, the target is Silenced.
7 - Wing. The target's flying speed is halved.
8 - Brain. The target must make a DC 12 Intelligence saving throw. On a failure, the target gains a level of Exhaustion.
Cackle (recharge 5-6). The doll cackles as it targets a creature it can sense within 30 ft. A target that can hear the doll’s cackling must make a DC 11 Wisdom save. Creatures with an Intelligence score of 4 or lower are unaffected. Failure: The creature takes 5 (2d4) psychic damage and is incapacitated for 1 minute as it is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. Success: The target is unaffected and becomes immune to this cursed doll’s Cackle for 24 hours.
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