Karasu (5e Creature)
From D&D Wiki
Medium construct, unaligned
Skills Perception +7
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.
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.