b'Puppeteer \n'b'  Medium   construct ,  neutral  \n'b'  Armor Class  15  Hit Points  210 (28d8 + 84)  Speed  35 ft.\n'b' STATS STR: 14 (+2) DEX:  20 (+5)  CON:  16 (+3)  INT:  17 (+3)  WIS:  14 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +9,  Wis  +6  Skills   Acrobatics  +9,  Performance  +8,  Sleight of Hand  +9,  Stealth  +9  Damage Vulnerabilities  fire  Damage Immunities  poison; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  30 ft., passive  Perception  12  Languages  Common  Challenge  11 (7,200 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Constructed Nature . The puppeteer doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Legendary Resistance (5/Day) : If the puppeteer fails a saving throw, it can choose to destroy one puppet it has animated using Attach Strings. If it does, it succeeds on the saving throw instead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The puppeteer makes two  melee attacks  or uses Manipulate Puppets twice. \n'b'  Slam .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) bludgeoning damage. \n'b'  Wire .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 8 (1d6 + 5) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 17  Dexterity  saving throw or be knocked  prone . \n'b'  Manipulate Puppets . One puppet under the puppeteer\xe2\x80\x99s control can move up to the puppeteer\xe2\x80\x99s speed. It can then make a slam or wire  attack , use a skill, or interact with an object, using the puppeteer\xe2\x80\x99s statistics. The puppeteer can\xe2\x80\x99t Manipulate a single puppet more than once per turn. \n'b'  Attach Strings (Recharge 6) . The puppeteer ties  invisible , intangible strings to up to five Medium or smaller puppets within 5 feet of it. As part of this action, the puppeteer can withdraw up to five puppets from its equipment or a  bag of holding . Each puppet becomes an animate construct under the puppeteer\xe2\x80\x99s control. It falls to the ground, lifeless, after 1 minute or if it is more than 120 feet from the puppeteer. The puppeteer can talk and sense through a puppet. If this puppeteer gives it no other commands, a puppet sways and dances in place. A puppet can\xe2\x80\x99t take  reactions . The puppeteer can control five puppets at a time and can end this effect at any time. Each puppet shares the puppeteer\xe2\x80\x99s statistics except for its  size . Any damage or effects targeted at a puppet affect the puppeteer instead. An area effect that includes multiple targets doesn\xe2\x80\x99t affect the puppeteer more than once. Without the puppeteer\xe2\x80\x99s attached strings, a puppet is an object with AC 11 and 30  hit points . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The puppeteer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The puppeteer regains spent legendary actions at the start of its turn. \n'b'\n'b'  Manipulate Puppets . The puppeteer uses Manipulate Puppets. \n'b'  Pull Taut . The puppeteer flings intangible marionette strings at a creature it can see within 30 feet. The creature must make a DC 14  Strength  saving throw. On a failure, it is knocked  prone , is pulled up to 10 feet towards the puppeteer, or drops a weapon or other held item (the puppeteer\xe2\x80\x99s choice). \n'b'\n'b' ABOUT \n'b' Many believe that puppeteers are mundane mannequins possessed by the evil spirit of a passionate performer\xe2\x80\x99s ghost, but the truth is far stranger. Puppeteers result from a humanoid who spends years of obsessive toil honing their craft and manipulating puppets in the presence of weird occult energies. Either through the magic of their workshop, a visit from a trickster spirit, or a doomed pact with a devil causes these artists to turn into a wooden simulacrum of themselves. In exchange, this transformation gives them near-perfect control of their marionettes. Depending on the puppeteer, this transformation is either a blessing or a curse. \n'b' A puppeteer without a puppet is like a master sword-fighter without a blade, and puppeteers are fully aware of this fact. To ensure it is never without its precious toys, a puppeteer typically carries a  bag of holding  filled with such dolls-plus a few spares stuffed among its own clothing. The best way to strike a bargain or make a serious deal with a puppeteer is to corner it alone.'