Medium or Small unknown, Neutral Evil
AC 24 Unnatural Agility    Initiative +8 (18)
HP 300 (40d6 + 160)
Speed 50 ft., Climb 50 ft.
Mod Save
STR 20 +5 +5
DEX 26 +8 +14
CON 24 +7 +13
Mod Save
INT 18 +4 +4
WIS 20 +5 +11
CHA 20 +5 +11
Skills Acrobatics +14, Deception +13, Insight +11, Perception +11, Stealth +14
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Necrotic, Poison, Psychic; Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Darkvision 120; Passive Perception 20
Languages None
CR 20 (XP 25,000; PB +6)
Traits

rait 1 — Construct Nature

Name:

Construct Nature

Description:

The Carrionette doesn't require air, food, drink, or sleep.


Trait 2 — Magic Resistance

Name:

Magic Resistance

Description:

The Carrionette has Advantage on saving throws against spells and other magical effects.


Trait 3 — Legendary Resistance

Name:

Legendary Resistance (3/Day)

Description:

If the Carrionette fails a saving throw, it can choose to succeed instead.


Trait 4 — Nightmare Doll

Name:

Nightmare Doll

Description:

The Carrionette can squeeze through an opening as narrow as 1 inch wide without squeezing. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

The Carrionette has Advantage on Dexterity (Stealth) checks made to hide while motionless.


Trait 5 — Soul-Tethered

Name:

Soul-Tethered

Description:

The Carrionette's soul cannot be destroyed by reducing its body to 0 hit points. When the Carrionette is reduced to 0 hit points, it instead triggers The Last Stitch, provided it has not already done so.

Actions

Multiattack

Name:

Multiattack

Action Type:

Multiattack

Description:

The Carrionette makes three attacks, using Soul Needle or Marionette's Grasp in any combination.


ACTION — SOUL NEEDLE

Name:

Soul Needle

Action Type:

Melee Weapon Attack

Attack Bonus:

+14

Reach:

15 ft.

Targets:

One target

Damage 1

Damage Type:

Piercing

Damage Dice:

2d8

Damage Bonus:

+8

Damage 2

Damage Type:

Necrotic

Damage Dice:

4d8

Damage Bonus:

+0

Description

The target must succeed on a DC 21 Constitution saving throw or have its hit point maximum reduced by an amount equal to the Necrotic damage taken. This reduction lasts until the creature finishes a Long Rest.

If this attack reduces a creature to 0 hit points, the Carrionette captures the creature's soul. Until the soul is freed, the creature cannot be restored to life by any means short of a Wish spell or similarly powerful magic.


ACTION — MARIONETTE'S GRASP

Name:

Marionette's Grasp

Action Type:

Other

Range:

60 ft.

Targets:

One creature

Save Type:

Strength

Save DC:

21

Description

Spectral strings wrap around one creature the Carrionette can see within 60 feet. The target must succeed on a DC 21 Strength saving throw or have the Restrained condition.

While Restrained in this way, the target is suspended up to 20 feet in the air and can be moved up to 30 feet by the Carrionette on each of the Carrionette's turns.

The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

If the target fails three saving throws against this effect, the Carrionette can use Soul Swap against it without requiring the target to make a saving throw.


ACTION — SOUL SWAP

Name:

Soul Swap

Action Type:

Other

Recharge:

5–6

Range:

60 ft.

Targets:

One creature

Save Type:

Charisma

Save DC:

21

Description

The Carrionette targets one creature within 60 feet. The target must make a DC 21 Charisma saving throw.

On a failed save, the Carrionette and target exchange souls for 1 minute.

The Carrionette's body becomes inert, while the Carrionette controls the target's body. The Carrionette retains its Intelligence, Wisdom, Charisma, memories, and personality, but uses the target's physical statistics and abilities.

The target's soul occupies the Carrionette's body and is Incapacitated.

At the end of each of the target's turns, it can repeat the saving throw, ending the effect on a success.

If the Carrionette's original body is destroyed while the souls are exchanged, the Carrionette's soul remains in the target's body until Remove Curse, Greater Restoration, or similarly powerful magic restores the exchange.


ACTION — STEAL THE SOUL

Name:

Steal the Soul

Action Type:

Other

Recharge:

6

Range:

60 ft.

Targets:

One creature

Save Type:

Charisma

Save DC:

21

Description

The Carrionette reaches into the target's chest with spectral strings and attempts to tear its soul from its body.

The target must make a DC 21 Charisma saving throw.

On a failed save, the target takes 10d10 Necrotic damage and is Stunned until the end of the Carrionette's next turn.

If this damage reduces the target to 0 hit points, its soul is torn from its body and trapped within the Carrionette. The target cannot be returned to life until its soul is freed.

On a successful save, the target takes half as much damage and isn't Stunned.

Damage

Damage Type:

Necrotic

Damage Dice:

10d10


ACTION — DANCE, MY DOLLS

Name:

Dance, My Dolls

Action Type:

Other

Recharge:

4–6

Range:

60 ft.

Description

The Carrionette animates up to three corpses, dolls, or Tiny or Small objects it can see within 60 feet.

Each animated creature or object immediately moves up to its Speed and makes one attack against a creature of the Carrionette's choice.

Each attack uses a +10 attack bonus and deals 2d8 + 4 Bludgeoning damage on a hit.

The animated creatures remain under the Carrionette's control until the end of the Carrionette's next turn.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Number of Legendary Actions:

3


Legendary Action — Skitter

Cost:

1

Description:

The Carrionette moves up to half its Speed without provoking Opportunity Attacks.


Legendary Action — Soul Needle

Cost:

1

Description:

The Carrionette makes one Soul Needle attack.


Legendary Action — Puppet Strings

Cost:

2

Description:

One creature the Carrionette can see within 60 feet must succeed on a DC 21 Strength or Dexterity saving throw or be pulled up to 30 feet in a direction of the Carrionette's choice and have the Prone condition.


Legendary Action — Unravel

Cost:

2

Description:

The Carrionette targets one creature within 30 feet. The target must succeed on a DC 21 Constitution saving throw or take 4d8 Necrotic damage and have Disadvantage on its next saving throw before the end of its next turn.


Legendary Action — Soul Rend

Cost:

3

Range:

60 ft.

Targets:

One creature

Save Type:

Constitution

Save DC:

21

Damage

Damage Type:

Necrotic

Damage Dice:

8d8

Description

The Carrionette tears at the target's soul. The target must make a DC 21 Constitution saving throw, taking 8d8 Necrotic damage on a failed save, or half as much damage on a successful one.

On a failed save, the target's hit point maximum is reduced by the amount of Necrotic damage taken until it finishes a Long Rest.

Mythic Actions

The Last Stitch

Name:

The Last Stitch

Description:

When the Carrionette is reduced to 0 hit points for the first time, its body collapses into a pile of broken porcelain and rotten cloth. The Carrionette's soul escapes its shattered body and manifests as a towering, grotesque puppet made of spectral thread and stolen souls.

The Carrionette immediately regains 300 hit points and enters its Mythic Nightmare form. It immediately recharges all of its abilities that have the Recharge property and regains all expended uses of Legendary Resistance.

Each creature of the Carrionette's choice within 60 feet must succeed on a DC 21 Wisdom saving throw or have the Frightened condition for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

When this transformation occurs, the Carrionette's initiative count does not change.

Once this trait activates, it cannot activate again.

 

The Final Puppet

Cost:

3 Mythic Actions

Description:

The Carrionette chooses up to three creatures it can see within 60 feet. Each target must succeed on a DC 21 Charisma saving throw or have its soul partially pulled from its body.

A creature that fails takes 6d10 Psychic damage and has the Incapacitated condition until the end of its next turn.

The Carrionette then teleports to an unoccupied space within 5 feet of one creature that failed the saving throw.

If D&D Beyond doesn't provide a dedicated Mythic Action field, add it as a Legendary Action costing 3 actions and rename it:

The Final Puppet

Description

Enter a general description for your monster here.

Lair and Lair Actions

At Initiative Count 20, losing initiative ties, the Carrionette takes one lair action.


The Walls Have Eyes

Description:

Dozens of porcelain eyes open across the walls and ceiling. Until Initiative Count 20 on the next round, the Carrionette has Advantage on attack rolls against creatures within its lair, and creatures other than the Carrionette have Disadvantage on Wisdom (Perception) checks.


Infinite Strings

Description:

Spectral strings fill a 20-foot-radius sphere centered on a point the Carrionette can see within 120 feet. The area becomes difficult terrain until Initiative Count 20 on the next round.

Each creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 21 Dexterity saving throw or have the Restrained condition until the start of its next turn.


The Dollhouse Closes

Description:

The Carrionette magically seals the battlefield. Up to three doors, windows, or other openings within 120 feet slam shut and become magically locked.

Until Initiative Count 20 on the next round, the Carrionette can teleport between any two of these sealed openings as a Bonus Action.


No One Leaves

Description:

Each creature of the Carrionette's choice within 60 feet must succeed on a DC 21 Charisma saving throw.

On a failed save, the creature cannot teleport or willingly leave the Carrionette's lair until Initiative Count 20 on the next round.

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.

Habitat: Any

JaxGeepkilla

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