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monsters/md/creature_codex/winds-harp.md
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monsters/md/creature_codex/winds-harp.md
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# Wind's Harp
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*Medium* *Fiend* *lawful evil*
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- **Armor Class:** 12 (natural armor)
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- **Hit Points:** 63 (14d8)
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- **Speed:** fly 10 ft. walk 30 ft.
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- **Challenge Rating:** 4 (1,100 XP)
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- **Source:** Creature Codex, page 105
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 10 (+0) | 13 (+1) | 10 (+0) | 10 (+0) | 10 (+0) | 19 (+4) |
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- **Saving Throws**: Wis +2, Cha +6
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- **Skills:** stealth +5
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- **Damage Immunities:** cold, fire, poison
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- **Condition Immunities:** poisoned
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- **Senses:** darkvision 60 ft., passive Perception 10
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- **Languages:** Common, Infernal
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### Special Abilities
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- **False Appearance:** While the wind's harp devil remains motionless, it is indistinguishable from an ordinary object.
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- **Magic Resistance:** The wind's harp devil has advantage on saving throws against spells and other magical effects.
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- **Strong Winds:** 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
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### Actions
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- **Multiattack:** The wind's harp devil makes two infernal noise attacks.
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- **Infernal Noise:** Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage plus 3 (1d6) thunder damage.
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- **Hellish Chorus (Recharge 5-6):** 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.
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### Reactions
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- **Diabolical Countersong:** 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.
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