Homebrew Eldritch Puppet Species Details
An eldritch puppet can come in many shapes and sizes. The one uniting characteristic is that they are a toy of something higher, or lower, or sideways. With life enkindled--or merely imitated--by fell power, eldritch puppets can act as free agents across the Planes. Or at least they think they can.
Each puppet is constrained by the material of its creation and the intent of its creator. Examples of eldritch puppet constructs include:
- A ventriloquist puppet with skin that looks like flawless white porcelain, yet is freezing to the touch. Its joints are too perfectly spherical, and its hair is made of woven, cold spider silk. It moves with a jerky, unnatural tension.
- A marionette made of dried, tattered fabric and pale, petrified wood. Its limbs are way too long and spindly. It flows, rather than walks, moving in silent, fluid motions that defy its wooden appearance.
- A ragdoll that looks like it was hastily assembled from discarded, rotting scraps. Instead of cotton stuffing, it is loosely held together by a black, oily substance. A single, wet, glaring eye rests in its chest, blinking slowly.
- A voodoo doll on steroids, made of rough, burlap sackcloth. It breathes faintly, even though it has no lungs. It is covered in jagged stitches that seem to move, shifting across its body, and it leaks a thick black goo from its eyes.
Eldritch Puppet Traits
Creature Type: Humanoid
Size: Small (usually 2–4 feet tall)
Speed: 30 feet
Darkvision
You have Darkvision with a range of 60 feet.
Armored Casing
You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Built for Success
You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Healing Machine
If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.
Mechanical Nature
You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.
Sentry's Rest
When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
Specialized Design
You gain two tool proficiencies of your choice, selected from the Player's Handbook.
Previous Versions
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