Adapted to Chaos: The Accordion Man is not harmed by his own attacks.
Accordion Song: His power is drawn from the songs he plays from his accordion, which are very repetitive and generally fast-paced. If he stops playing his music for any reason, he can not attack.
Rhythmic Charm: Doing the same action 2 or more times in a row will inspire him. (ex: clapping to the rhythm, attacking with the same weapon twice in a row, casting the same spell even if it is with a different spell slot) If he is inspired everyone has disadvantage on the wisdom saving throw for Accordion Curse. Once people stop doing the same thing 2 or more times in a row, he is no longer inspired.
Multiattack: Accordion Man can make two attacks: one Accordion Curse and one other attack.
Accordion Curse All creatures that can hear within a 60 ft. radius of Accordion Man make a DC 16 wisdom saving throw. On a success, you resist the effect. On a fail, you begin dancing uncontrollably. The creature has disadvantage on dexterity saving throws and attack rolls, other creatures have advantage on attack rolls against it. The effected creature uses all of its movement to dance in place, making its movement speed 0. The creature can use its turn to attempt to make the saving throw again, which is the only way to stop the effect. Once a creature makes this saving throw, they are immune to the attack for 1 minute.
Rhythmic Zone The Accordion Man creates a 5 (width) by 10 (height) ft. cylinder on the ground that erupts with a random magical damage type every turn. All creatures within the cylinder when it erupts must take 2d10 of whatever damage type is specified. (See legendary actions) If this attack is used while rhythmic zone is already active, it dispels the rhythmic zone.
Accordion Rush Melee Accordion Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8d6+10 bludgeoning damage.
Rhythmic Zone (After every creatures turn as long as the Rhythmic Zone spell is active) After a creatures turn, the rhythmic zone spell will erupt with a random magic. This is determined by rolling 1d10. The number rolled will represent the type of damage the creatures will take base off of the table below. This is rerolled after every turn until the rhythmic zone is dispelled.
1. acid 2. fire 3. necrotic 4. radiant 5. cold 6. poison 7. psychic 8. force 9. thunder 10. lightning
Description
Accordion Man was a bard who has gone insane and become obsessed with rhythm. Rhythm gives him life and purpose, so all things must go along with the rhythm.
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