Scaramouche (5e Creature)

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Scaramouche[edit]

Medium construct, lawful evil


Armor Class 25
Hit Points 189 (18d8 + 108)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 25 (+7) 22 (+6) 18 (+4) 20 (+5) 29 (+9)

Saving Throws Dex +14, Cha +16
Skills Performance +16
Proficiency Bonus +7
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses passive Perception 15
Languages Common
Challenge 22 (41,000 XP)


Magic Weapons and Items. Scaramouche's flute and weapons are magical.

Robotic Head. As long as his head remains intact, Scaramouche cannot be killed, even if his Hit Points become 0. While he is just a head, Scaramouche can still cast spells but can only take the Dodge or Metal Song actions. Additionally, his movement speed becomes 20 feet.

Legendary Resistance (3/Day). If Scaramouche fails a saving throw, he can choose to succeed instead.

Spellcasting. Scaramouche is a 16th Level spellcaster. His spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). He can cast spells using his magic flute or his singing voice as a spellcasting focus and has the following spells prepared:

Cantrips (at will): magic stone, mold earth
1st level (4 slots): detect magic, identify, earth tremor
2nd level (3 slots): earthbind, Maximilian's earthen grasp
3rd level (3 slots): counterspell, erupting earth, wall of sand
4th level (3 slots): stone shape, stone skin, conjure minor elementals (Earth)
5th level (2 slots): transmute rock, wall of stone, conjure elemental (Earth)
6th level (1 slot): bones of the earth, investiture of stone, move earth, globe of invulnerability
7th level (1 slot): Mordenkainen's sword*
8th level (1 slot): earthquake

* requires no material components

ACTIONS

Multiattack. Scaramouche makes two attacks with his Scimitar or his Two-Pronged Dagger.

Metal Song. Scaramouche uses a bonus action to sing a song, allowing his scimitar to fly through the air under his control. The scimitar makes a melee attack against a target creature within 60 feet of Scaramouche then flies back to him.

Two-Pronged Dagger. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) piercing damage. If a non-magical metal weapon or object makes contact with the Two-Pronged Dagger, it begins to vibrate uncontrollably. After one round, the weapon or object explodes, dealing 28 (4d10 + 6) force damage to any creature within 5 feet of the object at the time of its explosion. The creature must then make a DC 18 Constitution saving throw or be pushed back 40 feet and become deafened. The creature is pushed back 20 feet and does not become deafened on a successful save.

Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 8) piercing damage.

BONUS ACTIONS

Nimble Movement. Scaramouche takes the Disengage or Dodge action.


Samurai Jack! Man, it is good to see you, babe. What took you so long? I decimated this village days ago, just for you. Oh wait, this is you, right? I mean who could recognize you with all that gear, and ruggedness, baby? I'll tell you who: Me! Be-bee-ba-boo-bo-da... Scaramouche the Merciless! The Pied-Piper of Ruination, the Crooner of Carnage, the Ambassador of Annihilation, the Eradicator of All, baby! Also known as... Aku's most favorite assassin, babe.

Scaramouche, otherwise known by his preferred title Scaramouche the Merciless, is a witty and facetious robot who is just as talented of a musician as he is an assassin. He is considered the most favored assassin under Aku, the lord of darkness. When talking to other creatures, he has a habit of calling people "babe" or "baby" and singing short tunes between sentences. While he may seem silly and careless at first glance, he is an extremely deadly fighter. Both his voice and his flute have magical properties, allowing him to mold the earth and create large stone golems through song. He is also capable of bending metal, allowing him to attack from far distances. Even when combat moves a little too close to him, his swordsmanship is top notch and he is able to nimbly dodge almost every attack that comes his way.

Autonomous Head. As a robot, Scaramouche can survive the destruction of his body so long as his head remains intact. While his mobility and offensive options are greatly reduced in this state, he can still speak and move under his own power, making his way back to his master's side for repairs. Those who think they have bested him are often rudely surprised when the assassin reappears days or weeks later with his body restored to working order.

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