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5ead/monsters/md/creature_codex/winds-harp.md
2025-06-07 07:58:30 -05:00

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# 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.