Scaramouche (5e Creature)

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Medium construct, lawful evil

Armor Class 25
Hit Points 135 (18d10 + 36)
Speed 40 ft.

15 (+2) 25 (+7) 22 (+6) 18 (+4) 20 (+5) 29 (+9)

Saving Throws Dexterity +14, Charisma +17
Skills Performance +17
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, exhaustion
Senses passive Perception 18
Languages Common
Challenge 22 (41,000 XP)

Nimble Movement. Scaramouche may take the Dodge or Disengage action as a bonus action.

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

* requires no material components


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 (2d8 + 8) piercing damage.

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.

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.

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