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Monster

Living Doll

Tiny Construct · Neutral Evil

The Wild Beyond the Witchlight Page 238
Armor Class 11
Hit Points 28 (8d4 + 8)
Speed Walk 30 ft.
CR 2
STR 3 -4
DEX 11 +0
CON 13 +1
INT 10 +0
WIS 10 +0
CHA 7 -2

Traits

False Appearance

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, that creature must succeed on a DC 18 Intelligence () check to discern that the doll is animate.

Regeneration

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 doll doesn't require air, food, drink, or sleep.

Actions

Grabby Hands

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

Bonus Actions

Cackle Recharge 4

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 () Psychic damage and is 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.
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