Harmonized Horror. Whenever the Choral Husk takes damage, it emits a dissonant harmony. Each creature within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn. If already frightened, they instead take 2d6 psychic damage.
Requiem Pulse (1/day). If the Choral Husk is reduced to half HP or lower, it can release a thunderous pulse of sonic force. All creatures within 20 feet must make a DC 16 Constitution saving throw or be pushed 10 feet back and deafened for 1 minute. A creature that fails by 5 or more is also stunned until the end of its next turn.
Multiattack. Makes two Stitch Slap attacks.
Stitch Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage. On hit, target must succeed a DC 13 WIS save or hear haunting whispers, taking 1d6 psychic damage.
Harmonized Shriek (Recharge 5–6). DC 14 WIS save or creatures within 15 ft. are frightened for 1 minute (save ends each turn).
Flesh-Curl. Gains resistance to B/P/S damage until start of next turn.
Echo Pain. When hit, the attacker makes a DC 13 INT save or takes 2d4 psychic damage and loses their reaction until end of turn.
Husk Grasp. When a creature within 5 ft. moves or disengages, the Husk attacks. Hit: 1d6 + 3 bludgeoning and the target is grappled (escape DC 13).
Description
The Choral Husk drifts more than walks, her movements marionette-like, as though suspended by invisible strings tugged by the dirge she never stops singing. Her once-pristine choir robe now hangs in tatters, soaked in soot and old blood, the fabric stiff and cracking like charred paper. It flutters even in still air, as if reacting to something no one else can see.
Her face is stretched and pale, the skin almost translucent, with blackened veins visible just beneath the surface—branching like spider legs across her hollow cheeks. Her lips are torn in a permanent, anguished smile, split wide at the corners as if forced open from the inside. Teeth—too many of them—line her mouth in uneven, jagged rows. When she sings, her jaw unhinges just slightly too far, as though trying to vomit the music out rather than release it.
Her eyes are dry, lidless, and wide, stained with ash and locked in a constant stare—unblinking and too still. From her back protrude warped fragments of bone and cartilage shaped like broken organ pipes or snapped wings, humming faintly with each sorrowful note. Small motes of glowing dust drift around her like ghostly fireflies, drawn from the breath of anyone who dares listen too long.
And when the melody swells, her shadow splits and writhes independently, echoing her sorrow with gestures no longer bound to her form.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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