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The Last Applause

Large Construct (swarm-like troupe), Chaotic Neutral


Armor Class 17 (lacquered wood and wire)

Hit Points 152 (16d10+64)

Speed 30 ft. climb 30 ft.

STR 18 (+4)
DEX 18 (+4)
CON 18 (+4)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

Saving Throws Dex +8, Wis +6, Cha +7

Skills Stealth +8, Deception +7, Performance +7

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 60 ft., passive Perception 16

Languages Common, telepathy 60 ft.

Challenge 10 (5,900 XP) Proficiency Bonus +4


Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
The Show Must Continue. The Last Applause has advantage on saving throws against effects that would move it against its will or end its turn prematurely. If it is incapacitated, its marionettes continue moving until the end of its next turn, and it can still use its legendary actions.
Many Bodies, One Bow. The troupe can occupy another creature's space, move through openings as narrow as 1 inch, and cannot be knocked prone. It can squeeze without suffering disadvantage on attack rolls or ability checks.
Curtain Call of the Damned. When a creature within 30 feet of the troupe drops to 0 hit points, the troupe gains 10 temporary hit points and can move up to half its speed without provoking opportunity attacks.
Unfinished Performance. The troupe cannot willingly leave its theater lair while any creature that heard its performance remains inside. If forced outside, it takes 10 psychic damage at the end of each of its turns.

Actions

Multiattack. The Last Applause makes three Stringed Blade attacks, or two Stringed Blade attacks and uses Puppet's Command.
Stringed Blade. Melee weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage, plus 3 (1d6) psychic damage. The attack is made by a flurry of tiny stage weapons, hooked wires, and painted wooden hands.
Puppet's Command. One creature the troupe can see within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled by invisible strings until the end of its next turn. While compelled, the creature must use its reaction immediately, if available, to make one weapon attack against a target of the troupe's choice within range. If it has no suitable weapon, it instead moves up to its speed in a direction chosen by the troupe. A creature that succeeds is immune to this action for 24 hours.
Falling Scenery (Recharge 5-6). The troupe causes scenery, ropes, and rigging to collapse in a 20-foot-radius area centered on a point within 90 feet. Each creature in the area must make a DC 16 Dexterity saving throw, taking 28 (8d6) bludgeoning damage and becoming restrained beneath debris on a failed save, or half as much damage on a success. A restrained creature can use its action to make a DC 16 Strength (Athletics) check, freeing itself on a success.
Finale of Knotted Strings. The troupe targets one creature within 60 feet that is restrained, prone, or under Puppet's Command. The target must make a DC 16 Constitution saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much on a success. On a failed save, the target is also stunned until the end of its next turn.

Bonus Actions

Rehearse the Entrance. The troupe teleports to an unoccupied space it can see within 30 feet, provided both its starting space and destination are within dim light, darkness, or theatrical scenery.

Reactions

Missed Cue. When a creature the troupe can see misses it with an attack, the troupe causes a curtain, prop, or puppet to interpose itself. The attacker must succeed on a DC 16 Dexterity saving throw or the attack instead hits a nearby unattended object, which is destroyed.

Legendary Actions

The Last Applause can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The troupe regains spent legendary actions at the start of its turn.

Creeping Chorus. The troupe moves up to half its speed without provoking opportunity attacks.
Stringed Blade. The troupe makes one Stringed Blade attack.
Change the Set (Costs 2 Actions). The troupe rearranges the battlefield. Each creature within 20 feet of a point the troupe can see within 60 feet must succeed on a DC 16 Dexterity saving throw or be moved up to 15 feet in a direction chosen by the troupe and knocked prone. The troupe then creates a wall of scenery, curtains, or painted flats up to 20 feet long and 10 feet high in an unoccupied space within the area. The wall provides half cover and lasts until the end of the troupe's next turn.
Take a Bow (Costs 3 Actions). Each creature within 15 feet of the troupe must succeed on a DC 16 Wisdom saving throw or become frightened until the end of its next turn. The troupe then gains 15 temporary hit points.

Lair

Lair Actions

On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • The House Lights Dim. Until initiative count 20 on the next round, all bright light in the lair becomes dim light and all dim light becomes darkness. The troupe can see normally through this darkness.
  • A New Backdrop. At initiative count 20, the lair creates or moves up to three walls, platforms, curtains, or pieces of scenery. Each can occupy a space up to 15 feet long, 10 feet high, and 1 foot thick. They provide half cover and remain until destroyed or replaced.
  • The Empty Seat. At initiative count 20, one creature in the lair must succeed on a DC 16 Charisma saving throw or be teleported into an empty theater seat, balcony, or backstage alcove within 60 feet. The creature is not restrained, but it is isolated by scenery until the next initiative count 20.

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Within 1 mile of the theater, roads and corridors subtly curve back toward the building, making departure take twice as long.
  • At night, distant applause and a muffled orchestra can be heard from empty houses, wells, and locked rooms.
  • Objects left unattended within 300 feet of the lair are found arranged like stage props, often forming tableaux of people who recently visited.

If the troupe is destroyed, these effects fade over the course of 1d10 days. During that time, the theater makes one final attempt to recreate its dead puppeteer from coats, masks, furniture, and bound corpses.

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"Remain in your seats, please. The ending is almost ready." โ€” painted on the Gloamglass Theater's locked doors

Lore & Description

Appearance

The Last Applause is a crawling troupe of lacquered marionettes bound together by hundreds of black, silver, and blood-red strings. A tall wooden king, a painted heroine, a grinning fool, a skeletal soldier, and a dozen smaller figures hang in a constantly shifting knot, their jointed limbs moving in perfect theatrical rhythm. Their faces are glossy and expressive but never quite identical from one moment to the next. The strings vanish upward into darkness, even beneath open sky, and a faint spotlight follows the troupe wherever it performs.

Behavior & Origins

The troupe belonged to Master Oren Vell, whose final production was interrupted when he died at the climax, still gripping the control bar. His marionettes interpreted his last motions as a command to continue until the audience applauded and departed. No audience has ever satisfied them. The troupe now inhabits the abandoned Gloamglass Theater, whose halls rearrange themselves whenever someone tries to leave. The marionettes remember every spectator by name and desperately want one specific personโ€”Oren's estranged daughter, Mirelle Vellโ€”to return for the final bow. A DM can use the troupe's invitation cards, each bearing Mirelle's name and a date that has not yet occurred, to draw characters into the theater.

Running The Last Applause

Tactics

The Last Applause opens with Falling Scenery to split the party, then uses Change the Set and Rehearse the Entrance to force isolated targets into its reach. It uses Puppet's Command against heavily armed characters and saves Finale of Knotted Strings for restrained or frightened victims. When bloodied, it becomes more erratic, flooding the battlefield with scenery and attempting to keep at least one creature inside the theater; it fights to the death unless someone convincingly promises to bring Mirelle Vell back for the final performance.

DM Tips

  • Telegraph the danger with applause from empty seats, footprints that stop beneath the stage, and puppets that turn their heads whenever characters discuss leaving.
  • Give the troupe a chorus-like voice: several wooden mouths speak at once, repeating the last few words of a character's sentence in cheerful stage diction.
  • Make the lair feel active between rounds by shifting doors, curtains, balconies, and painted flats; describe changes clearly so players can exploit the new cover as well.
  • For a weaker party, remove the psychic damage from Stringed Blade and reduce the save DCs to 14; for a stronger party, add two animated stagehands with 30 hit points each when Falling Scenery is used.

Loot

  • Oren Vell's Control Bar — A blackened wooden crossbar carved with dozens of names. Once per long rest, it can cast command against a creature that can hear the holder, but the command must be phrased as a theatrical direction.
  • The Unfinished Script — A stitched play containing blank pages after the final scene. Names written in its pages appear as minor characters in the theater until the book is burned or the troupe is laid to rest.
  • Mirelle's Invitation — A silver-edged ticket addressed to Mirelle Vell. It bears a date seven days in the future and grants advantage on Charisma checks made to convince the troupe that its audience has not abandoned it.

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The Last Applause

Generation Info

Original prompt:
"CR 10: A troupe of marionettes whose puppeteer died mid-performance, still finishing the show. Its lair rearranges itself to spare it from goodbyes."

Created: Oct 15, 2026
Modified: Oct 26, 2026

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