Karasu (5e Creature)

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Medium construct, unaligned

Armor Class 17 (Natural Armor)
Hit Points 171 (18d8 + 90)
Speed 45 ft.

20 (+5) 14 (+2) 20 (+5) 2 (-4) 10 (+0) 7 (-2)

Skills Perception +7
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses Blindsight 20 Ft., passive Perception 17
Challenge 12 (8,400 XP)

Empty Shell. Karasu must either be controlled by another creature capable of controlling puppets.


Multiattack. Karasu makes two unarmed strike or Senbon Volley attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning or slashing damage.

Senbon Volley. Ranged Weapon Attack: +9 to hit, range 15/30 ft., one creature. Hit: 9 (1d8 + 5) piercing damage.

Smoke Bomb. Karasu fires a smoke bomb anywhere within 45 feet, creating a heavily obscured 10 ft. radius area for 1 minute or until a substantial wind blows it away.

Black Secret Technique: Machine One Shot. One creature within 30 feet must succeed a DC 17 Intelligence saving throw or move inside Karasu's space and be restrained until Karasu is reduced to 0 hit points or uses its action to end this effect. While this is active, Karasu can't use its action for any other purpose.

Karasu in action, Source [[1]].

A moderately powerful, mass produced puppet, Karasu has been used by many famous puppet masters including Sasori and Kankuro. It is highly modular, with available outfittings for abdomen blades, additional weapon holsters, and even a large spike in the puppet's mouth.

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