13
71 (11d8 + 22)
30 ft.
Wis +7, Cha +6
Insight +7, Perception +7, Performance +6
darkvision 60 ft.
Common and two others
6
On each of its turns, the puppetmaster can use a bonus action to take the Dash, Disengage, or Hide action.
The puppetmaster has advantage on saving throws against being charmed, and magic can't put him to sleep.
The puppetmaster's innate spellcasting ability is Charisma (spell save DC 14). The puppetmaster can innately cast the following spells, requiring no components • At will: dancing lights, friends, prestidigitation • 2/Day each: charm person, darkness, vicious mockery (5th level) • 1/Day each: hypnotic pattern, suggestion
The puppetmaster has advantage on saving throws against spells and other magical effects.
Whenever the puppetmaster speaks, he can choose a point within 60 feet; his voice emanates from that point.
The puppetmaster makes two attacks with his sword or one attack with a puppet.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Ranged Weapon Attack: +6 to hit, range 15/30 ft., one target. Hit: 10 (2d6 + 3) fire damage.
Ranged Weapon Attack: +6 to hit, range 15/30 ft., one target. Hit: 10 (2d6 + 3) acid damage.