Legendary Resistance (3/Day). If the archbard fails a saving throw, it can choose to succeed instead.
Magic Resistance. The archbard has advantage on saving throws against spells and other magical effects.
Multiattack. The amnizu uses Pelvic Thrust or Magical Secrets, if available. It also makes two Chord of Power attacks.
Chord of Power. Melee or Ranged Spell Attack: +11 to hit, reach 10 ft or range 120ft., one target. Hit: 9 (1d8 + 5) thunder damage plus 16 (3d10) psychic damage.
Pelvic Thrust. The archbard targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) radiant damage and be blinded until the start of the archbard’s next turn.
Magical Secrets (Recharge 6). The archbard targets one creature it can see within 60 feet of it. That creature must succeed on a DC 17 Charisma saving throw or take 26 (4d12) psychic damage and forgets one of the highest level spells it knows (DM discretion) for the next 1d4 hours. The archbard learns this spell and can choose to cast that spell as part of this ability.
Spellcasting. The archbard casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: charm person , vicious mockery
3/day: mass suggestion
1/day: power word stun
Taunt (3/Day). The archbard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 17 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the archbard's next turn.
Instinctive Charm. When a creature within 60 feet of the archbard makes an attack roll against it, and another creature is within the attack’s range, the attacker must make a DC 17 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the archbard or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the archbard’s Instinctive Charm for 24 hours.
The archbard 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 archbard regains spent legendary actions at the start of its turn.
A Ridiculous Display. The archbard casts vicious mockery .
Wave it Away (Costs 2 Actions). The archbard ends the charmed or frightened condition on itself.
Summon Groupies (Costs 3 Actions). The archbard magically summons 1d4 groupies in unoccupied spaces it can see within 60 feet of itself (groupies use the scout stat block but their only weapon is their wicked, high-heeled shoe, which functions as a Shortsword attack). The groupies obey the archbard's commands and take their turns immediately after it. While any of these groupies live, the archbard has advantage on attack rolls and saving throws. These archbards disappear after 10 minutes, when the archbard dies, or when it uses this action again.
Comments