5e:Break-a-leg

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The Wild Beyond the Witchlight
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Break-a-leg (Individual) [1]

Lineage: Living Doll
Class:
CR: 2 (450)
Alignment: Neutral
Affiliations: Endelyn Moongrave
Tags:


Break-a-leg is a wooden marionette, living doll. He was Endelyn Moongrave's first experiment making a living doll, but to her eyes Break-a-leg was a failure. He was not as vindictive as she desired it to be. So, she discarded him. Break-a-leg doesn't like Endelyn and wishes to escape Motherhorn.

Break-a-leg (Individual) [1] [2]
Tiny Construct  (Living Dolls), Neutral
Armor Class: 11 (natural armor)
Hit Points: 28 (8d4+8)
Speed: 30 ft.
Str Dex Con Int Wis Cha
3 (-4) 11 (+0) 13 (+1) 10 (+0) 10 (+0) 7 (-2)
Saving Throws: Int +2, Wis +2, Cha +0
Damage Immunity: poison
Condition Immune: paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive perception 10
Languages:
  1. redirect: Template:5xlang
Habitat: Feywild, Shadowfell, Urban
Plane: Feywild, Shadowfell
Challenge: 2 (450 xp)Proficiency Bonus (PB): +2

Features

False Appearance. [3] If the doll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the doll move or act, the creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the doll is animate.

Regeneration. [4] The doll regains 5 hit points at the start of its turn. If the doll takes fire or psychic damage, this trait doesn't function at the start of the doll's next turn. The doll is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Unusual Nature. The foll doesn't require air, food, drink, or sleep. 

Actions

Grabby Hands. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: The target is grappled (escape DC 6) and takes 11 (2d10) psychic damage at the start of each of its turns until the grapple ends. The doll can grapple only one creature at a time. 

Bonus Actions

Cackle (Recharge 4-6). The doll cackles as it targets one or two creatures it can see within 30 feet of it. Each target that can hear the doll's cackling must make a DC 11 Wisdom saving throw, succeeding automatically if it has an Intelligence of 4 or lower. On a failed saving throw, the creature takes 5 (2d4) psychic damage and is incapacitated for 1 minute as it is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this doll's Cackle for 24 hours.


Found in Adventures


Sources and Notes

  1. Stacey Allan, et. al.. The Wild Beyond the Witchlight (5e 2014) (2021-09-21). Wizards of the Coast. ISBN 9780786967278. p. 161, 238. Licensed: © Wizards of the Coast (used under 'fair use' clause). 1.0 1.1
  2. Habitat & Alignment (unofficial) - User
  3. False Appearance - This trait is different from the trait of the same name from the SRD5.
  4. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL.

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Monster data +

Break-a-leg (Sort Text: Break-a-leg 5e, Size: Tiny, Type: Construct, Subtypes: Living Doll, Alignment: Neutral, HP: 28, CR: 2, Features: False Appearance Regeneration Unusual Nature Grabby Hands Cackle, Has Lair: No, NPC: Yes, Canon: Yes, Pointer: Yes, UA: No, User: No, Sources: The Wild Beyond the Witchlight)

The Wild Beyond the Witchlight Contrigubtions +