Medium Undead, Lawful Evil
Armor Class 11 Leather
Hit Points 80 (5d20 + 20)
Speed
STR
17 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
19 (+4)
Damage Resistances Psychic
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Unconscious
Senses Passive Perception 18
Languages ???
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Special Ability: Somber Melody - While Any one of the Fencers is playing their instruments they cast an AOE spell centered on the group as a whole, giving anyone within the area of effect a debuff, comparable to anti-bardic-inspiration. Anyone in the affected radius is given a disadvantage on all rolls to hit against the fencers, their movement speed is halved, and they receive a -2 to all non-hit rolls. (The effect of more than one fencer playing at once simply increases the effect radius. 1 fencer - 40 feet, 2 - 60, 3 - 80, etc.)

Spellcasting. The Violin Fencer is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC #, +# to hit with spell attacks). The Violing Fencer has the following Bard spells prepared:

Cantrips (at will): Vicious Mockery - You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have a disadvantage on the next attack roll it makes before the end of its next turn


1st level: Longstrider - You touch a creature. The target's speed increases by 10 feet until the spell ends. At Higher Levels when you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Sleep - This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels when you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

2nd Level: Hold Person - Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels when you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Shatter - A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has a disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Actions

Play - While any one of the seven fencers is not grappled, paralyzed, unconscious, or otherwise restrained, they can raise their sword/bows to begin playing their stringed instruments to activate Somber Melody. While they are playing they are not counted as helpless and can use a reaction to dodge or block, thus ending their playing until either their next turn or the next turn they are not in immediate danger and choose to do so

Action Melee Attack. The fencers all wield strange rapier/bows, used both to fight and play their instruments. The strings of the bow are metallic, leading to the song they play sounding much more eerie, and an incredibly hard and precise strike being required to break them.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction - Dodge - When attacked, or after being interrupted while playing, the fencers can choose to dodge incoming strikes, though only the violinists and viola players have this option, as the bass and cello players have instruments too bulky for this sort of movement

Block - As a reaction either normally or when interrupted while playing, fencers can use their rapiers to deflect an incoming strike when successful, or to block the strike if hard enough, taking a portion of the incoming damage. The Cello and Bass players have thicker blades and will be better with blocking than the lighter and faster Viola and Violin players.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The fencers are all dressed the same, wearing what appear to be formal band uniforms, the uniforms visibly dirty from years with no washing. They all wear white porcelain masks/helmets that cover the entirety of their heads, all with creepily exaggerated expressions painted on, along with actual eyeholes carved out of the porcelain. According to the book the group would have found, these masks were used to portray the passage of time and changing of emotions as the bards played their music. All seven masks are different.

Lead Violinist - Joy

Violinist 2 - Sadness

Violinist 3 - Anger

Viola 1 - Surprise

Viola 2 - Fear

Bass - Disgust

Cello - Contempt

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

WishHeartStudios

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