Medium Celestial, Chaotic Good
AC 22 Force fields + Concert Barrier    Initiative +5 (15)
HP 280 (22d10)
Speed 40 ft., Teleport (Key Change): 40 ft (see bonus action) , fly 60 ft. (hover)
Mod Save
STR 18 +4 +16
DEX 22 +6 +23
CON 22 +6 +23
Mod Save
INT 20 +5 +21
WIS 18 +4 +20
CHA 22 +6 +23
Skills Acrobatics +11, Arcana +9, Insight +10, Perception +10, Performance +14, Persuasion +12
Resistances Cold, Fire, Lightning, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Gear Sonic baton/mic staff, shimmering headset, dimensional amp pack
Senses Blindsight 10 ft (vibration), Darkvision 120 ft telescopic vision, Truesight 30 ft (Fourth-Wall Wink), Passive Perception 20
Languages Celestial, Common all major Plane-cant; telepathy 120 ft
CR 18 (XP 20,000; PB +6)
Traits

 

  • Concert Barrier. While unarmored, shimmering soundfields grant +4 AC (included) and resistance to cold, fire, lightning, thunder, psychic, and nonmagical bludgeoning/piercing/slashing.

  • Acausal Headliner. Time-rate changes, forced initiative reorder, or extra-turn effects against 5pb. have no additional effect beyond their damage; she cannot be forced to reroll d20s by effects that “rewrite fate.”

  • Fourth-Wall Wink. Once per turn when she hits a creature, she may impose disadvantage on that creature’s next saving throw before the end of her next turn (meta-taunt).

  • Stage Light Soul. 5pb. is immune to disease and poison and does not need to eat, drink, or sleep (Self-Sustenance). Her attacks count as magical.

 

Actions

 

  • Multiattack (Twin Chorus). 5pb. makes three attacks in any combination of Sonic Baton and Hype Beam, or two attacks and uses Tempo Break.

  • Sonic Baton (Melee Weapon Attack). +13 to hit, reach 5 ft., one target. Hit: 2d8 + 6 thunder. If 5pb. moved at least 10 ft this turn, the target must succeed on a DC 21 STR save or be pushed 10 ft and knocked prone.

  • Hype Beam (Ranged Spell Attack). +12 to hit, range 150 ft., one target. Hit: 3d8 + 5 radiant or thunder (choice). On a hit, the target’s speed is −10 ft until the start of 5pb.’s next turn.

  • Tempo Break (Save-based). One creature you can see within 120 ft makes a DC 20 WIS save. Failure: the creature is Slowed (can’t take reactions, speed −10 ft, and it chooses either an action or a bonus action on its next turn). Success: it takes 2d8 psychic.

  • Anthem of Null (Cone, Recharge 5–6). A 30-ft cone of canceling harmonics. Creatures of your choice in the area make a DC 20 CON save. Failure: 6d8 thunder and all **active buffs, resistances granted by spells, and ongoing spell effects on them are suppressed until the end of your next turn (Power Nullifier). Success: half damage, no suppression.

 

Bonus Actions

 

  • Key Change. 5pb. teleports up to 40 ft to a space she can see (dimensional step on a downbeat).

  • Crowd Control. Choose a creature you can see within 120 ft; until the end of your turn, attacks against it have +2 to hit and it has −10 ft speed (Status Effect Inducement).

  • Hype the Party (1/Turn). One ally within 30 ft gains 10 temporary HP and +1d4 on its next attack or save before the end of its next turn.

 

Reactions

 

  • Counter-Beat. When a spell targets only 5pb., impose disadvantage on the spell attack or grant yourself advantage on the save (your choice).

  • Phase Slide. When hit by an attack, 5pb. halves the attack’s thunder, lightning, radiant, or force portion (after resistance) and may move 10 ft without provoking opportunity attacks (Intangibility burst).

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. 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

A dimension-hopping idol from the Neptuniaverse, 5pb. has paused skirmishes on a downbeat, muted tyrants’ magic with a single chorus, and rallied entire cities with an encore. Onstage or on the battlefield she mixes super-speed footwork, nullifying harmonics, and reality-trolling quips that break the script.

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.

Habitat: AnyCoastalPlanar (Astral Plane)Planar (Upper Planes)

Zackagawea

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