Medium Undead, Neutral
Armor Class 15
Hit Points 65 (4d12 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +6, CON +8, INT +4, WIS +8, CHA +10
Skills Insight +6, Performance +7, Religion +4
Damage Resistances Cold, Necrotic, Radiant
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 5
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Master of the Choir

 

At the start of each round:

 

One destroyed Bone Choir Singer reforms with 1 HP unless the Conductor is destroyed.

 

This reinforces:

 

The dead keep singing.

Actions

Conduct the Dead

The Conductor directs up to three Bone Choir Singers.

Each may immediately move and attack.

 

Dirge of the Forgotten

Recharge 5–6

Every creature within 30 feet must make a DC 15 Wisdom save.

Failure:

  • 4d6 psychic damage
  • Frightened until end of next turn

Success:

Half damage

 

Name in the Darkness

The Conductor speaks a creature’s name.

One target within 60 feet must make a DC 15 Charisma save.

Failure:

  • Restrained by spectral hands
  • Until end of next turn

Success:

No effect

 

Reactions

.

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 skeletal figure wrapped in rotting ceremonial robes.

 

Its jaw moves constantly as it directs the endless song.

Noncombat Resolution

If players:

  • join the singing
  • harmonize
  • offer a memory
  • speak names from the walls
  • show Rowan’s journal

The Conductor lowers its head.

BOXED TEXT

The song changes.

For the first time in centuries…

it sounds hopeful.

One by one the skeletal figures step aside.

Clearing a path through the chamber.

 

 

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.

Spartan250

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