Gargantuan Undead, Neutral Evil
Armor Class 8 Natural Armor
Hit Points 322 (28d20 + 28)
Speed 0 ft.
STR
24 (+7)
DEX
6 (-2)
CON
12 (+1)
INT
6 (-2)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws WIS +6
Damage Vulnerabilities Force, Thunder
Damage Immunities Poison, Psychic
Condition Immunities Grappled, Poisoned, Prone, Restrained, Stunned
Senses Blindsight 60 ft (blind beyond this radius), Passive Perception 11
Languages Common understands but cant speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Limelight's Allure. When a creature starts it's turn in the creature's space, it must make a DC 17 Charisma saving throw. On a failure, the creature becomes charmed by the orchestra and it's speed is reduced to zero until the start of their next turn. If the creature fails the saving throw by 5 or more (DC 12), in addition to losing its speed, must spend its action, trying to play one of the floating instruments. Creature's that are proficient with a musical instrument have disadvantage on this saving throw. 

False Appearance. While the orchestra remains stationary, it is indistinguishable from an inanimate collection of objects. 

Legendary Resistance (3/Day). If the orchestra fails a saving throw, it can choose to succeed instead.

Magic Weapons. The orchestra's weapon attacks are magical.

Encore (Mythic Trait; Recharges after a Short or Long Rest). When the orchestra is reduced to 0 hit points, it doesn’t die or fall unconscious. The instruments begin to swirl and the floor begins to crack revealing a mangled ragged conductor made of desiccated flesh and twisted brass. Spectral musicians appear alongside their conductor and begin to fanatically play their ragged broken instruments.

The Conductor has an AC 17 and 75 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If the conductor dies, the Animated Orchestra dies. If it completes a short or long rest, the orchestra reassembles it self and regenerates it's hit points. 

Actions

Multiattack. The  orchestra can make two attacks with its animated instruments and use either its Step Right Up, or Drum Roll abilities. 

Step Right Up. The orchestra targets a 60 ft cone with hypnotic energy. Creature's in the area must make a DC 17 Wisdom saving throw. On a success, the creature takes 14 (4d6) psychic damage. On a failure, the creature must use its reaction to move up to its  speed onto the stage, in the orchestra's space. 

Animated Instruments. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 16 (2d8 + 7) force damage. 

Drum Roll. The thunderous sound of raging timpani's bursts forth from the stage in a 60 ft long, 5 ft wide line. Creatures in the area must make a DC 17 Constitution saving throw or take 36 (8d8) thunder damage and be knocked prone. A creature that succeeds the saving throw halves the damage and resists being knocked prone. 

Reactions

Distracting Chord. When a creature within 60 ft of the orchestra makes an ability check or attack, the orchestra can use its reaction to impose a 1d12 penalty to the roll. 

Legendary Actions

The orchestra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The orchestra regains spent legendary actions at the start of its turn.

Attack. The orchestra can make one attack with its animated instruments.

Viciously Mocked. The orchestra targets up to 4 creatures within 60 ft with vicious mockery (DC 17). 

Instrument of Suffering (Costs 2 Actions). The creatures ensnared by the orchestra's charm are blasted with necrotic energy, as the orchestra seeks to claim new players. All creatures charmed by the orchestra take 26 (4d12) necrotic damage. 

 

Mythic Actions

If orchestra’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Encore. Additionally, while it's mythic trait is active, it has an extra 2 legendary actions per round. 

Splinter Whirlwind. A whirling tornado of splintered instruments and floor boards begins to wind around the stage in a circle with a 30 ft radius, 10 ft wide. Until the start of the orchestra's next turn, ranged attacks through this space automatically miss. Creatures in this space must make a DC 17 Dexterity saving throw or take 9 (2d8) slashing damage or half as much on a successful save. 

Echoes of the Chorus (Costs 2 Actions). Becoming enraged in its death throes, the orchestra summons 1d4 + 2 Shadows.

AlexandreSai

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