Antimagic Susceptibility. The quartet is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the quartet must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
Construct Nature. The quartet doesn’t require air, food, drink, or sleep.
False Appearance. While the quartet remains motionless and isn't flying, it is indistinguishable from a group of musical instruments.
Four-Part Harmony. An animated quartet is always composed of four instruments that sit or hover close together, acting with singular intent. If an attack deals at least 25 damage to the quartet then one of the instruments falls unconscious, causing the quartet to deal one die less of damage with its Trouble Clef and Orchestra Hit actions.
Multiattack. The quartet uses Musical Arrangement. It then makes two Trouble Clef or Orchestra Hit attacks.
Trouble Clef. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage.
Orchestra Hit. Ranged Spell Attack: +6, range 60 ft., one target. Hit: 18 (4d6 + 4) thunder damage.
Musical Arrangement. The quartet plays one of the following songs:
- Dreadful Dirge. The quartet plays a hair-raising tune that evokes terror. Each hostile creature within 30 feet of the quartet must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn.
- Oppressive Overture. The quartet plays a heavy melody that reverberates through nearby creatures. Each hostile creature within 30 feet of the quartet must succeed on a DC 14 Strength saving throw or be knocked prone.
- Seditious Sonata. The quartet plays a song that incites disobedience and rebellion. Each hostile creature within 30 feet of the quartet must succeed on a DC 14 Charisma saving throw or be charmed by the quartet for 1 minute. While charmed, a creature refuses to attack other creatures or target other creatures with harmful abilities or magical effects, and it refuses to aid its allies. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a charmed creature takes damage, the effect ends for it.
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