Legendary Resistance (3/Day). If the amdusc fails a saving throw, it can choose to succeed instead.
Magic Resistance. The amdusc has advantage on saving throws against spells and other magical effects.
Mysterious Magic. The amdusc has proficiency in all musical instruments. It also can maintain concentration on two spells at the same time, provided both spells are different. If the amdusc would lose concentration on one spell, it loses concentration on all spells it is concentrating on.
Multiattack. The amdusc makes one Horn attack and one Hoof attack, or it makes two Mind Melt attacks, when it takes the Attack Action. It can also use Note of Discord (if available) or Spellcasting as part of the same Action.
Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage. If the target is a creature that isn't a Construct, the amdusc regains hit points equal to the force damage dealt.
Hoof. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) force damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw, or be knocked prone.
Mind Melt. Ranged Spell Attack: +10 to hit, range 60 ft., one creature. Hit: 10 (3d6) psychic damage, then the target's thoughts become muddled until the start of the amdusc's next turn. During the duration, the next time the target would roll an attack roll, ability check, or saving throw, it rolls 1d6, and subtracts that roll from the total, potentially turning a success into a failure.
Note of Discord (Recharge 6). The amdusc plays an eerie note that causes strife to sprout in the minds of those lacking a passionate flare for expression and commanding presence. This note travels in a 60 foot cone. Each creature within that cone that isn't a Construct must make a DC 18 Charisma saving throw. On a failed save, a target must use its reaction to make one attack roll against a target of the amdusc's choice within that creature's attack range. On a successful save, a creature is immune to any amdusc's Note of Discord for 24 hours.
Spellcasting. The amdusc casts one of the following spells, requiring no material components (though requiring a musical instrument) and using Charisma as its spellcasting ability (spell save DC 18).
At will: Alter Self, Charm Person (cast at 3rd Level), Disguise Self, Friends, Guidance, Invisibility, Mage Hand, Minor Illusion, Prestidigitation, Suggestion
3/day each: Charm Monster, Cure Wounds (cast at 3rd Level), Greater Invisibility, Fear, Phantasmal Killer
1/day each: Mass Suggestion, Project Image
Healing Melody (Recharge 4-6). The amdusc, or one creature it can see within 60 feet of it that can hear it, regains 2d6 + 6 hit points.
Inspiring Melody (Recharge 4-6). One creature the amdusc can see within 60 feet of it that can hear it gains a touch of inspiration. While it has this inspiration, it can roll 1d6, and add it to an attack roll, ability check, or saving throw that it makes. The target can roll the die after seeing the results of the roll, but before the effects of the roll take place, potentially turning a failure into a success. The creature then loses the inspiration. The creature also loses the inspiration if it does not use it within 10 minutes.
Seething Words (Recharge 5-6). If a creature within 60 feet of the amdusc that it can see makes an attack roll or an ability check, the amdusc can force that creature to roll 1d6, and subtract that roll from the total, potentially turning a success into a failure.
The amdusc can take 3 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 amdusc regains spent Legendary Actions at the start of its turn.
Teleport. The amdusc teleports, along with anything it is wearing and carrying, to an unoccupied space it can see within 60 feet of it.
Discordant Crash. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 60 ft., one target. Hit: 16 (4d4 + 6) psychic damage.
Bardic Casting (Costs 2 Actions). The amdusc uses its Spellcasting action.
Mental Recharge (Costs 2 Actions). The amdusc automatically recharges one of its features, of its choice. After taking this Legendary Action, the amdusc can't use this option again during the next round.
Description
Even a selection of places as bleak and wicked as the Lower Planes has a bit that provides the much needed levity. Though there may be Bards who wander the underworld, having become cursed or having swindled their way to everlasting life, the upbeat tone that the Humanoid peoples bring does not sit well with the majority of Fiends. Luckily, there is a type of Fiend out there that takes the moral support and talent of the Bard, and twists it in a way that even the most savage hellish warlords would treasure: the Amdusc.
Most Amdusci stand between 5 and 7 feet tall, resembling a humanoid figure with charcoal or maroon skin, with the head of a unicorn and hoofed feet therein. Normally only possessing four limbs, they can will wings to sprout from their backs in order to enable flight, a response that comes as instinct to them. The wings are like those of an eagle, but always with dusty black feathers. Their eyes glow like a furnace, orange as the magma of their homes. Their voices are absolutely stunning, always deep and mature, but with a playful tone they carry into their music. Unlike the usual flare of Fiends, Amdusci reproduce in a natural manner; they are able to change around their biological sex after finishing a Long Rest, should they desire, which warps their forms to match as well. Though they normally do not mate often with other creatures that are not other Amdusci, or Yugoloths, Incubi, and Succubi, there are several accounts of them siring children with Humanoids, resulting in fairly unique Tieflings.
Like with Incubi and Succubi, Amdusci have no general realm that serves as their full-on birthplace as opposed to the vast majority of Fiends. Most Amdusci can be found in Gehenna, Hades, and Carceri. They usually hold no stake within the Blood War proper, though some may be persuaded to join in if the wanting warlords will work with their close allies, the Yugoloths. An Amdusc that works closely with a Yugoloth company is considered one of the most valuable assets to any raiding party or mercenary clan.
Amdusci generally favor personal freedom over all other wants, except, it would seem, when being directed by a high ranking Yugoloth. Most of these bardic Fiends perform Solo stunts as they wander about, but when given a proper Maestro, the pair form a perfect Duet, able to strike fear into the hearts of their enemies, and bring Inspiration to their ranks. On top of keeping morale high, an Amdusc on the battlefield is keen to tempt and sway enemies into working for them temporarily, hoping to spread discord through the ranks of the foes, and cause them to falter and fall apart.
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