Gargantuan Construct, Unaligned
Armor Class 16
Hit Points 150 (20d10 + 40)
Speed 25 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
1 (-5)
WIS
3 (-4)
CHA
12 (+1)
Saving Throws CON +6, CHA +4
Damage Resistances Psychic
Damage Immunities Poison
Senses Blindsight 60 ft., Passive Perception 6
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Piano: 50 HP, AC 12

Drums, Bass, Trombones, Harp: 25 HP, AC 14

Trumpets, Violins: 15 HP, AC 16

Baton: 20 HP, AC 18, +5 to Dex saves

While the Baton is active, the Orchestra may use two Lair actions per turn. Once it is destroyed, the Orchestra may use only one, and has a 50% chance of failure. 

When the Baton and two thirds of the orchestra are defeated, the remainder peter out.

Actions

Multiattack. On its turn, any two instrument groups may take their actions.

Piano Slam. Melee Attack Roll: +7(with Advantage if the target is Grappled by the piano), reach 5 ft. Hit: 9 (1d10 + 4) Bludgeoning damage—or 14 (2d10 + 4) Bludgeoning damage if the target is Grappled by the piano—plus 5 (1d10) Thunder damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.

Drum Roll. Each creature in a 15-foot Cube originating from a drum makes a Constitution saving throw (DC 14). On a failed save, a creature takes 13 (3d8) Thunder damage and is pushed 10 feet away. On a successful save, a creature takes half as much damage only.

Brass Fanfare (Melee). Melee Attack Roll: +7, reach 5/10 ft. Hit: 10 (2d6 + 4) Bludgeoning damage.

Brass Fanfare (Ranged). Ranged Attack Roll: +7, reach 60 ft. Hit: 8 (2d4 + 4) Bludgeoning damage.

Strings (Bass Bowshot). Ranged Attack Roll: +7, reach 150 ft. Hit: 9 (1d8 + 5) Piercing damage. 

Strings (Violin Bowshot). Ranged Attack Roll: +7, reach 150 ft. Hit: 7 (1d6 + 5) Piercing damage.

Harp (Glissando). All instrument groups heal (3d4 + 3) 3d4 + 3

 

Reactions

Brace (Trombones only): Trombones may take an opportunity attack against any creature that comes within 10 feet.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the unicorn can expend a use to take one of the following actions. The orchestra regains all expended uses at the start of each of its turns.

Solo: One instrument group may take an action.

Marching Band: Each instrument group may move up to 15 feet without provoking Opportunity Attacks

Lair and Lair Actions

Scherzo (Strings or Harp). Violins cast Haste on the orchestra, providing it +2 to AC and allowing it to take one extra action.

March (Drums or Bass). The drums set a cadence that gives each instrument group Advantage on their first attack.

Adagio (Piano or Strings): Each character within 60 feet must make a WIS save (DC 14) or be under the effects of the Slow spell.

Cacophony (Drums or Horns): Each character within 60 feet must make a CON save (DC 16) or be Deafened and have disadvantage on attack rolls.

LosMonstruos

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