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<title>Wind's Harp</title>
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<h1>Wind's Harp</h1>
<p><em>Medium</em> <em>Fiend</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (natural armor)</li>
<li><strong>Hit Points:</strong> 63 (14d8)</li>
<li><strong>Speed:</strong> fly 10 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 105</li>
</ul>
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<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<tbody>
<tr>
<td>10 (+0)</td>
<td>13 (+1)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>19 (+4)</td>
</tr>
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</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +2, Cha +6</li>
<li><strong>Skills:</strong> stealth +5</li>
<li><strong>Damage Immunities:</strong> cold, fire, poison</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Common, Infernal</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>False Appearance:</strong> While the wind's harp devil remains motionless, it is indistinguishable from an ordinary object.</li>
<li><strong>Magic Resistance:</strong> The wind's harp devil has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Strong Winds:</strong> The wind's harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental, wind demon, or similar creature of air, is within 20 feet of the target, and isn't incapacitated. rP</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The wind's harp devil makes two infernal noise attacks.</li>
<li><strong>Infernal Noise:</strong> Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage plus 3 (1d6) thunder damage.</li>
<li><strong>Hellish Chorus (Recharge 5-6):</strong> The wind's harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Diabolical Countersong:</strong> When a spell is cast within 60 feet of it, the wind's harp devil plays a single, infernal note, interrupting the spell. This reaction works like the counterspell spell, except it only works on spells of 3rd level or lower.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/creature_codex/winds-harp.md">Markdown Format</a></p>
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