Puppeteer (5e Creature)

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Puppeteer[edit]

Large construct, neutral evil


Armor Class 16
Hit Points 110 (13d10 + 39)
Speed 35ft


STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 17 (+3) 10 (+0) 11 (+0) 12 (+1)

Saving Throws Str +8, Dex +7
Skills Intimidation +5, Perception +4, Stealth +7
Damage Immunities Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Charmed, Poisoned, Petrified, Frightened
Senses passive Perception 12, Blindsight 30ft
Languages —Understands Common but can't speak, Telepathy 30ft
Challenge 12 (8,400 XP)


Goblin Enmity. The Puppeteer rolls one extra damage die of the appropriate type when it hits a Goblinoid with one of its attacks. Goblinoids have disadvantage on saving throws against it's Puppeteering Strings ability.

Frightful Visage. When a creature starts its turn looking at the Puppeteer, it must make a DC 15 Wisdom saving throw. On a failure, the creature is frightened of the Puppeteer until the start of its next turn. If the creature succeeds, it's immune to the Frightful Visage of all Puppeteers for 1 hour.

ACTIONS

Multiattack. The Puppeteer makes three attacks. It may replace one of its attacks with a use of Puppeteering Strings.

Iron Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) Slashing damage.

Slashing Wires. Ranged Weapon Attack: +8 to hit, reach 25 ft., one target. Hit: 9 (1d10 + 4) Slashing damage.

Puppeteering Strings. The Puppeteer chooses a creature within 30 feet of it that understands at least one language. That creature must succeed on a DC 15 Wisdom saving throw or be magically Charmed by the Puppeteer for one day as ethereal iron wires attach to its limbs. While Charmed in this way, the creature has a telepathic link with the Puppeteer, can't take reactions, and obeys the Puppeteer's commands. The Puppeteer can see using the Charmed creature's senses and make Slashing Wires attacks from the space of the Charmed creature. The creature can repeat its saving throw if a creature uses its action to attempt to cut the wires attached to it. The creature is no longer Charmed if it's more than 1 mile from the Puppeteer or on another plane of existence.


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