Multiattack. The Violin Fencer makes one Rapier attack and one Violin attack.
Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Violin. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) bludgeoning damage and 8 (1d8+4) bludgeoning damage.
Additionally, any necrotic damage dealt this way lowers the creature's maximum HP by that same amount.
Thundering Performance. Spell Attack: Each creature within 15 feet must make a Constitution Saving Throw (DC 15), taking 9 (2d8) thunder damage and be pushed away 10 feet from the Violin Fencer. On a successful save, the creature only takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by this effect, and the effect emits a thunderous boom audible out to 300 feet.
Cacophonous Song. Spell Attack: Each creature within 120 feet must make a Constitution Saving Throw (DC 15) or take 9 (1d4+7) psychic damage. On a succesful the creature takes no damage instead.
For every 30 feet a creature is closer than 120 feet they take an additional 3 (1d4) psychic damage, up to an additional 8 (3d4) psychic damage when they are within 30 feet of the Violin Fencer.
Evasive Spirit. As a Bonus Action, the Violin Fencer surrounds themselves with a dark mist and teleports up to 60 feet to an unoccupied space that they can see.
Thunderous Exit. As a Bonus Action, the Violin Fencer teleports themselves to any unoccupied space they can see within 60 feet. Any creature within 10 feet of the space they left must make a Constitution Saving Throw (DC 15), taking 10 (2d10) thunder damage on a failed save, or half as much on a successful one.
Uncanny Dodge. When an attacker that the Violin Fencer can see hits them with an attack, the Violin Fencer can use their reaction to halve the attack's damage against them.
Defensive Duelist. The Violin Fencer can use their reaction to add a +4 to their Armour Class (AC) for that attack, potentially causing the attack to miss them.
The Violin Fencer can take 1 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Violin Fencer regains spent legendary actions at the start of its turn.
Enhanced Sight. The Violin Fencer can change its' usual 120 feet darkvision into 120 feet truesight.
Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Violin. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) bludgeoning damage and 8 (1d8+4) bludgeoning damage.
Additionally, any necrotic damage dealt this way lowers the creature's maximum HP by that same amount.
Description
*Unknown as of yet*
Lair and Lair Actions
The Violin Fencer makes its' lair in a Domain of Dread known as the Timeless Theatre. The Violin Fencer has never been spotted outside of its' lair, so it is widely assumed that they are bound to it and are unable to physically leave it. Not much is known about the theatre itself due to its' unknown and mysterious origins.
On initiative count 20 (losing initiative ties) the Violin Fencer will use their lair action to summon Shadows. The amount of shadows equal the number of creatures, excluding the Violin Fencer and other Shadows, that died during the last round. Since one creature cannot result in the manifestation of multiple shadows at once, whenever a creature whose death triggered a Shadow to appear dies again, that Shadow simply has its' HP and Maximum HP restored.
Additionally, any creature that dies in the Timeless Theatre, including the Violin Fencer, will resurrect where they died at initiative count 20 (losing any initiative ties). When a creature, excluding the Violin Fencer, dies and is resurrected in this way they must roll on the Long-Term Madness Table (d100). They now suffer from whatever madness that roll equates to.







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