Scaramouche is a supremely vain, arrogant, and talkative assassin. Rumored to have been built by a cadre of evil artificers and injected with the life essence of an immortal shapeshifting master of darkness, this crooner of carnage scours the mortal plane in search of its next deadly performance.

Scaramouche Tactics

Scaramouche is armed with a magical singing voice that it uses to command various abilities. It favors scat-singing, a vocal improvisation with wordless vocables, nonsense syllables, or without words at all. Deprived of its ability to sing, this ambassador of annihilation will be all but crippled.

It prefers to personally introduce itself to its targets, simultaneously taunting and analyzing them for their strengths and weaknesses. It will go to great lengths to set up an appropriate "stage" upon which to confront its targets, even going as far as to annihilate an entire town as a way of luring its targets there.

It strongly favors large battlefields with a lot of high ground that enables it a wide range of movement and rubble for it to manipulate. If it is targeted in any hostile manner before initiative is rolled, it immediately activates its Greater Leap ability to put some distance between itself and its targets, ideally on higher ground.

Scaramouche has the Paragon Fortitude feature, meaning it has multiple pools of hit points. Whenever a hit point pool reaches 0, Scaramouche changes battle tactics. In addition to the Actions, Reactions, Bonus Actions, and Legendary Actions it normally has, it gains access to additional abilities depending on which stage of the encounter it is at. When a hit point pool is reduced to 0, it loses access to the abilities that correspond to that hit point pool, and gains the abilities that correspond to the next.