Scarionette – Evil Puppets for D&D 5th Edition

“Hello, kids!”

Scarionettes are animated puppets brought to life with some of the more profane magicks to ever exist.  Their intent is to guard their master rigorously, while unleashing absolute torment, depravity and punishment to all who would do their commander wrong.  While a modestly trained warrior could probably cut one down, they rarely travel alone.  In fact, they often stage mock-shows in groups while in a sort of “idle” mode.  However, this is merely a facade to lure any trespassers closer to them, allowing them to strike.  What moves them is truly a mystery.  Some say they have actual skeletons within their insides, using necromancy as a means of propelling them forward.  Others say that dark spirits and demons bring them to life, due to some bond with the caster.  Perhaps they’re just an extension of an insane mage’s will!  Few are curious enough to find out.


Medium construct, neutral evil

Armor Class 15 (natural armor)

Hit Points 56 (8d8+16)

Speed 30 ft.

STR 14 (+2) DEX 17 (+3) CON 14 (+2) INT 13 (+2) WIS 13 (+1) CHA 15 (+2)

Saving Throws lnt +5, Wis +5, Cha +6

Condition Immunities. frightened, charmed, poisoned, sleep

Senses darkvision 60 ft., Passive perception 11

Languages Speaks and understands the languages of its creator

Challenge 6 (450 XP)

Reanimation.  The Scarionette can rarely truly die.  After a Scarionette is reduced to 0 HP, it will reanimate to full hit points 1 day later, loyally serving its creator.  Destroying the body completely will break the spell that created it, thus killing it.

Leaping Scare.  If the Scarionette is hidden, it may jump its movement as a bonus action if it plans on using an attack action to make 1 attack.  This only works during a surprise round.

Uncanny, but Convincing.  The Scarionette has advantage on all checks to look and act like a regular puppet.  However, something about it will always seem really eerie.


Multiattack.  The Scarionette may make two attacks, either Claw or Puppet’s Blade.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.  This attack counts as magical.

Puppet’s Blade.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 10 (2d6+3) piercing damage. This attack counts as magical.

Nightmare Shriek (RECHARGE 5 or 6).  Ranged Magical Attack:  +4 to hit, 30 ft. burst, all creatures within range.  Hit: 17 (3d8+2) psychic damage.  Hit targets must make a DC 12 Constitution saving throw or be deafened.  They may make this save again at the end of their turn.

“Stabby, stabby!”

IMAGE SOURCES: The Puppet – Five Nights at Freddy’s Series, Puppet Master

Made by Doctor Necrotic, for Doctor Necrotic Media.


Leave a Reply

Please log in using one of these methods to post your comment: Logo

You are commenting using your account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s