14
119 (14d10+42)
20 ft.
piercing and slashing from nonmagical weapons
fire
poison
charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
darkvision 60 ft.
Common
4
While the Evil Doll remains motionless, it is indistinguishable from an ordinary, inanimate children's doll.
Once per day, the Evil Doll can use a bonus action to sing a creepy children's lullaby. All creatures within a 30 ft. radius that can hear it must succeed a DC 15 Wisdom saving throw. On a failed saving throw the creature will become frightened and must succeed on another DC 15 Wisdom saving throw to break the enchantment at the end of their next turn. On a second failed save, the creature will become paralyzed, and can attempt a DC 15 Wisdom saving throw on each turn. Once it has succeeded a saving throw, the creature will no longer be paralyzed.
As a bonus action, the Evil Doll can disappear to the evil places that lurk in the shadows. Use this feature as an escape mechanism.
The evil doll makes two attacks: one with its knife and one with its claw.
Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) piercing damage.