Tiny unknown, Chaotic Good
Armor Class 12 (leather armor)
Hit Points 4 (2d4)
Speed 40 ft., Fly 10 ft. (levitates up to 5 ft from the ground)
STR
3 (-4)
DEX
9 (-1)
CON
9 (-1)
INT
15 (+2)
WIS
13 (+1)
CHA
28 (+9)
Saving Throws INT +4, CHA +11
Skills Perception +3, Stealth +8
Damage Vulnerabilities Poison
Damage Resistances Bludgeoning
Damage Immunities Thunder
Condition Immunities Charmed, Deafened, Stunned
Senses Blindsight 80 ft., Tremorsense 120 ft., Passive Perception 13
Languages All , telephaty.
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Opus Concerto. All musical effects, thunder damage or condition created by a blaszuppi surpasses any immunity or resistance a target may have.

Musical Synesthesia. All sounds or musical effects created by a blaszuppi comes together with colorful flashes, waves or painted-like forms of abstract art in the thin air.

Innate Spellcasting. A blaszuppi can innately cast, without spending any material components the following spells: sleep, blink and teleportation.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Zuppi Oeuvre. The fluffy ball sings and/or uses an object to create magical music, any audience that can hear it must make a DC 19 saving throw, or be:

1. Kindness - charmed, all charmed creatures stops fighting and gains a +6 sound shield and  magic damage around it.

2. Melancholy - charmed, all charmed creatures stops fighting and are enveloped by an eerie music, putting them in nostalgia or sad moments, they are incapaacited for 1 minute.

 3. Joyous - charmed, all charmed creatures stops fighting and start dancing, remembering good moments in their life (if they ever had). All affected creatures becomes colorfully ethereal for 1 minute. While in this form, they can't be harmed and can't harm.

4. Tense - charmed, all charmed creatures stops fighting and are paralized by a nervous, suspenseful music for 1 minute.

Soundwave (Recharge 4–6). Each creature in the blaszuppi's space must make an Carisma save DC 19 or be charmed and take 16 (2d10 + 5) thunder damage and goes deaf, only hearing an eerie music in their heads. On a successful save, the creature takes half as much damage, and does not go deaf or charmed. A creature can repeat the Carisma saving throw each beginning of its turns.

Monster Tags: Misc Creature

Habitat: ForestGrasslandHillMountain

Lavester_The_Master

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