Magic Resistance. Dephkon has advantage on saving throws against magic spells and other magical effects.
Dance Revolution. When clearly hearing Dephkon’s music, a creature must succeed a DC 19 Wisdom saving throw or be charmed. On a failure they cannot resist the urge to dance and are charmed by Dephkon. On a success they are immune to Dephkon’s Dance Revolution for 24 hours. Creatures that cannot be charmed are immune to Dance Revolution.
Charmed creatures must dance to Dephkon’s music until they break the charm, or are rendered unconscious. While under the effects of Dance Revolution the creature cannot take actions, has disadvantage on ability checks and saves, and does not suffer from exhaustion.
A creature may repeat the saving throw every hour. The charm can be broken by dispel magic (DC 19) or remove curse. Once the charm is broken, the creature suffers 24 (5d8+4) psychic damage and 1 level of exhaustion.
Spellcasting. Dephkon is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +8 to hit with spell attacks). Dephqon has following bard spells prepared:
Cantrips (at will): dancing lights, mage hand, minor illusion, prestidigitation
5th level (5 slots): dispel magic, hideous laughter, hypnotic pattern, polymorph, shatter, thunderwave,
7th level (2 slots): programmed illusion, synaptic static, teleport
9th level (1 slot): power word stun, psychic scream
Multiattack. Dephkon makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 27 (4d10+5) slashing damage.
Crash the Floor. While above 10 Fandom Points, Dephqon can summon 1d4 Punter Packs.
Dephkon 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. Dephkon regains spent legendary actions at the start of their turn.
Move it, move it. Dephkon urges one punter pack they can see to make a pummel attack.
Claws. Dephqon makes one claw strike.
Description
Dephkon appears as a tall, lanky humanoid of indeterminate origin. They have long fingers, exaggerated ears and have their face covered by a black mask.
They communicate using telepathy and their voice is a mix of static and feedback. They are surrounded by an array of various musical instruments that play all kinds of music.
Dephkon visits the material plane once every decade to hold one of their famous dance parties. Dephkon charms people from a small village to join the party. During the party they drain the joy from the villagers to fuel their instruments.
After seven days, the party is over and Dephkon returns to the Feywild to hold a party for the fey courts.
Dephkon is always on the lookout for new sounds and musical experiences. Anyone who can impress Dephkon, is rewarded.
Musical influences: DJ Shadow, Dom Dolla, Skrillex, Aphex Twin
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Dephkon takes a lair action to cause one of the following effects; Dephkon can’t use the same effect two rounds in a row.
Drop the Bass. 120 ft., 20 ft. sphere. Each creature in the area must make a Constitution saving throw. It takes 38 (7d10) psychic damage on a failed save, or half as much damage on a successful one.
Put Your Hands Up. A sphere of magical energy surrounds Dephkon. This shield absorbs 50 points of magical damage and lasts until the start of Dephkon’s next turn.
Pyrotechnics. 10 ft. wide, 120 ft long, line. Each creature in the area must make a Dexterity saving throw. It takes 38 (7d10) fire damage on a failed save, or half as much damage on a successful one.
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