Medium Undead, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws CON +7, WIS +6, CHA +9
Skills Arcana +7, Deception +13, History +7, Insight +6, Perception +6, Performance +13, Persuasion +13
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages All
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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

Magical Instrument. Attacks made with the coronach's instrument are magical.

Rejuvenation. If its instrument hasn’t been destroyed, a destroyed coronach gains a new body and instrument in 1d10 days, regaining all its hit points and becoming active again. The new body appears on the first stage that the coronach ever played upon in life.

Spellcasting. The coronach is an 18th-level spellcaster. Its spellcasting ability is Charimsa (spell save DC 17, +9 to hit with spell attacks). The coronach can cast charm person and disguise self at will and knows the following bard spells:

Cantrips (at will): friends, prestidigitation, thunderclap, vicious mockery

1st level (4 slots): dissonant whispers, Tasha's hideous laughter, shield

2nd level (3 slots): see invisibility, silence

3rd level (3 slots): fear, hypnotic pattern

4th level (3 slots): greater invisibility

5th level (3 slots): dominate person, synaptic static

6th level (1 slot): Otto's irresistible dance, [spell]

7th level (1 slot): forcecage

8th level (1 slot): feeblemind

9th level (1 slot): power word kill

Turn Resistance. The coronach has advantage on saving throws against any effect that turns undead.

Actions

Instrument Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it must also succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Jarring Words (3/day). When a creature within 60 feet of the coronach makes an attack roll, ability check, damage roll, or saving throw, the creature rolls a d8 and subtracts the result from the number rolled. A creature is immune to this effect if it can’t hear the coronach or if it is immune to being charmed.

Legendary Actions

The coronach 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 coronach regains spent legendary actions at the start of its turn.

Cantrip. The coronach casts a cantrip.

Instrument Slam (Costs 2 Actions). The coronach uses its instrument slam.

 

Shocking Revelation (Costs 2 Actions). The coronach recounts a shockingly personal secret about a creature it can see within 10 feet of it. The creature must succeed on a DC 17 Wisdom saving throw or be charmed by the coronach until the end of the coronach’s next turn. While charmed in this way, the creature is incapacitated and has a speed of 0. The effect ends if the creature takes any damage or if someone else uses an action to shake it out of its stupor.


Devastating Dirge (Costs 3 Actions). The coronach plays a deafening tune on its instrument. Each living creature within 20 feet of the coronach must make on a DC 17 Constitution saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The coronach then regains a number of hit points equal to half the damage dealt.

Description

A lifetime only lasts for so long, and musicians strive to collect the tales of hundreds of lifetimes. As such, it’s only expected that the most dedicated entertainers would seek out undeath as a means of perfecting their craft. Coronachs are obsessed, undead entertainers who spend eternity in pursuit of lost and forgotten stories and songs: a hunger that they can never satisfy.

Becoming a Coronach. Becoming a coronach involves a lengthy ritual that spans a tenday. During this time, the would-be coronach must continuously play the first song it ever learned. At the end of the ritual, the musician’s heart finally fails and its soul is drawn into its instrument, where it remains forever. Due to the need to eat and drink during the ritual, the would-be coronach usually enlists the aid of others (who are slain afterwards to ensure that the coronach’s first song remain a secret).

Eternally Searching. Coronachs must travel from place to place and search ancient ruins and libraries for new stories to tell through their songs. The instrument of a coronach who fails or forgets to do so physically decays until it’s finally destroyed.

Eternally Ironic. Only by destroying a coronach’s instrument can it be prevented from reforming. Physical destruction is only temporary as the instrument reforms along with its owner. However, if the instrument is used to play the first song that the coronach ever learned, both it and the coronach explode in a jarring blast of sound. Because of this, coronachs jealously guard their own story—lest it be used to destroy them.

Death and Restoration. When a coronach’s body is destroyed, its spirit is drawn into its instrument which fades away into nothingness. Within days, the coronach and its instrument reforms on the stage upon which the coronach played its first song in life.

Undead Nature. A coronach doesn't require air, food, drink, or sleep.

Monster Tags: undead

Gard

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