Medium Construct, Typically Chaotic Neutral
AC 22 Natural    Initiative +7 (17)
HP 160 (12d12 + 88)
Speed 10 ft.
Mod Save
STR 12 +1 +1
DEX 24 +7 +12
CON 16 +3 +3
Mod Save
INT 10 +0 +0
WIS 14 +2 +2
CHA 24 +7 +12
Skills Acrobatics +13, Performance +16
Vulnerabilities Fire
Resistances Bludgeoning, Force, Piercing, Thunder
Senses Truesight Within 120ft, blind past this radius; Passive Perception 15
Languages None
CR 13 (XP 10,000, or 13,000 in lair; PB +5)
Traits

Tempo. The Marionette gains 'Tempo' for completing certain actions. It can then expend this Tempo to perform special abilities.

  • Audience Participation. The Marionette can expend two Tempo to force one creature within 15ft to make a DC 18 Charisma Saving throw or be forced to drop their weapon and use their reaction to move to and a make an unarmed strike against a creature of the Marionette's choosing. (The affected creature can only move as far as their movement allows.
  • All Eyes on Me!. The Marionette can expend three Tempo to force each creature within 15ft to make a DC 17 Wisdom Saving throw or become Charmed. The affected creature can repeat the saving throw at the beginning of each of their turns.
  • In the Spotlight!. The Marionette can expend three Tempo to force each creature within 15ft to make a Melee Weapon Attack against it. The Marionette can then make a Pirouette  attack for each creature that misses their attack.
  • Display of Grandeur. The Marionette expends all of its Tempo. Each creature of its choosing that can see it takes Psychic damage equal to (1d6+3) times the number of Tempo expended.
  • Grand Act: If the Marionette ever reaches seven Tempo, they can immediately make one action, regardless of if it is the Marionette's turn.

Antimagic Susceptibility. The Marionette is incapacitated while in the area of an Antimagic Field. 

Actions

Multiattack. The Marionette makes two Grand Battement attacks, then makes one Pirouette attack.

Grand Battement. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit:  12 (2d6 + 6) bludgeoning damage.

Pirouette. Melee Weapon Attack: +7 to hit, reach 5 ft., all targets within 5ft of the Marionette. Hit: 10 (4d4 + 2) bludgeoning damage. Tempo increases by one. Strength Saving Throw: DC15, Failure: The target is knocked backwards 10ft

Bonus Actions

Vanishing Step. The Marionette teleports up to 40ft in a straight line, horizontally, or vertically, and strikes a pose. Tempo increases by one.

Reactions

Antimagic Prediction. The Marionette can detect the flow of Antimagic. When it would become in the area of an Antimagic Field or is targeted by dispel magic the Marionette can expend its reaction to teleport up to 30ft away in a straight line. Tempo increases by two.

Otherworldly Dexterity. Trigger: The Marionette is hit by a melee weapon attack. Response: The Marionette strikes a pose, causing the attack to graze them and deal half damage. Tempo Increases by one

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the Marionette can expend a use to take one of the following actions. The Marionette regains all expended uses at the start of each of its turns.

Changement. The Marionette jumps into the air and performs a Changement. Tempo increases by one.

Pas de Bourrée. The Marionette teleports up to 10ft in a straight line. If it appears within 5ft of a creature, it may make a Grand Battement attack. It then repeats this two more times.

Captivating Dance. The Marionette expends one Tempo to force a creature of its choosing within 30ft to make a DC 15 Wisdom Saving Throw or become Charmed. The creature may repeat the saving throw at the end of each of its turns.

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

The Cursed Marionette is a wooden marionette given life by some other-worldly being. They reside in theatres, performing for fans in varying ways. Depending on the other-worldly being, they may request their performance in specific ways, often, through violence.

Lair and Lair Actions

The Cursed Marionette resides in a grand theatre. It often takes up residence in an already constructed theatre, although there have been cases of them manipulating people into constructing one for them.

Lair Actions

On initiative count 1 (losing initiative ties), the Cursed Marionette takes a lair action to cause one of the following effects; the Cursed Marionette can’t use the same effect two rounds in a row:

  • All creatures in the Lair magically swap places with another random creature in the room.
  • The lights temporarily cut out, plunging the Lair into darkness. The Marionette can then move to a location of its choosing before the lights come back on.

 

ItsJustConstance

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