Wondrous Item, legendary (requires attunement by a bard)

This enigmatic flute has been known to take many shapes and colors, its transformation attributed to the capricious archdemon A'nul Shockura, who had a penchant for music and pranks.

Appearance: The flute's appearance can change at will, from a sinister charred wood to a vibrant crimson, or any other shape or color imaginable. Its unpredictable nature reflects the chaotic essence of its creator.

Charges: Bardemonic's Flute of the Flesh has 3 charges that replenish after a long rest. The bard must make a performance roll each time a charge is used.

Infernal Harmonics: When played by a bard attuned to it, the flute can conjure eerie and captivating melodies that transport the audience's minds to the depths of the Abyss. The bard can expend one or more charges to cast "Detect Thoughts" with a spell level equal to the number of charges used, up to 3 charges. The haunting music facilitates delving into the thoughts of others.

Demonic Folly: The flute has a mischievous streak. Once per long rest, the bard can use the "Demonic Folly" ability. When playing a specific tune known only to the attuned bard, it can temporarily summon a small, harmless imp-like creature to play pranks or perform minor tasks. This imp has the ability to create harmless illusions, make funny noises, and distract or amuse onlookers. It lasts for up to an hour before vanishing into a puff of smoke.

Fiendish Encore: When the bard uses the "Bardic Inspiration" feature while playing the  Bardemonic's Flute of the Flesh, the affected ally gains a bonus die one step higher than usual (e.g., a d8 instead of a d6) and can reroll this new "Demonic Inspiration" die if the roll is unsatisfactory and the outcome of the 2nd roll must be used. If the 2nd roll is taken, the ally must make a Charisma saving throw (DC 15) to avoid bursting into uncontrollable laughter for one round, becoming prone and unable to take any actions until the start of their next turn. This laughter can be contagious, affecting nearby allies and enemies alike. (The exact radius and effects are determined by the DM.)

Flute's Capricious Nature: While playing the flute, if the bard rolls a natural 1 performance roll, the bard must make a DC 15 Dexterity saving throw. On a failure, the flute magically grows in size, causing harm to the bard. The bard takes 2d6 piercing damage and is silenced until the start of their next turn. This capricious growth can be prevented with a successful saving throw.

Notes: bard

Seldrin_Lareal

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