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