Archer senses. After each attack if it connects heal 5 hit points
E string/Accent. Plays notes then ends on the E string dealing 3d8 + 8
F string/Adagio. Moves all PC down one Initiative if they don't beat a DC 16 DEX check
G string/Accelerando. Moves it's self up one on the Initiative order. If already on the top move an ally up one.
A string/Cadence. Makes every enemy in 60 ft range Frightened if fails a DC 15 WIS check.
B string/Decrescendo. The next attack on this creature has Disadvantage on the attack roll.
C string/Crescendo. The next attack this creature does has advantage on the attack and gets plus 7 added to the damage.
D string/Chord. Pick two abilities to use for one action can use once per 3 rounds of combat
Apollo's Heal kit. If the health drops under 88 heal 75 health works once.
Multi Attack. Can attack 3 times a turn.
Fire Arrow. Shoots an arrow then it burst is flames.
Action Ranged Attack. RangedWeapon Attack: +5 to hit, range 60/600 ft., 1 target. Hit: (3d8 + 5) [Piercing] damage. Plus 1d10 fire damage.
Lyre punch. Uses the stolen Lyre and punches an target.
Action Melee Attack. MeleeWeapon Attack: +5 to hit, 1 target. Hit: (4d8+ 2) [Bludgeoning] damage.
Play the Lyre. Plays a random note on the Lyre.
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Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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