Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Mastery of Instruments. The devil has proficiency with any musical instrument, and has advantage on Performance ability checks and saving throws.
Multiattack. The devil makes two attacks with its chains.
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Cacophony. (Recharge 4–6). Each creature in a 15-foot cube originating from the bard must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn’t pushed.
Spellcasting. The bard casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):
At will: dancing lights, mage hand, prestidigitation
1/day each: charm person, invisibility, sleep
Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.
Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.
Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Taunt (2/Day). The bard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Description
This devil can be found on the Material Plane, sitting on hickory stumps wrapped in iron chains. It is always seen carrying or playing an instrument, which it plays with incredible skill. It will tempt mortal beings into offering up their souls, offering a golden instrument, such as drums, a violin, fiddle, or otherwise to it's victims in a wager if musical skill, against its opponents soul. If the devil plays a better performance than the mortal, it's victim dies on the spot, their soul taken to the Nine Hells. On the off chance that the mortal is able to win, the fiend lays the golden instrument on the ground by the victor's feet, before vanishing into thin air.
Previous Versions
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4/8/2024 5:08:35 PM
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Coming Soon
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