Huge Celestial, Chaotic Good
Armor Class 20 Natural Armor
Hit Points 232 (16d12 + 128)
Speed 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
26 (+8)
INT
14 (+2)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws STR +12, WIS +10, CHA +12
Skills Insight +10, Investigation +7, Perception +10, Performance +12
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Thunder
Senses Truesight 120ft., Passive Perception 20
Languages All 120ft. All, telepathy 120ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits
 

Synesthesia.

Each creature that begins its turn within 5 feet of the Big Band Symphonic must make a DC 18 Charisma saving throw, as it is in extreme consonance with the Big Band Symphonic's musical essence. If the creature fails, the Big Band Symphonic's attacks are amplified until the end of his next turn, each attack having a different bonus, listed on their description.

 

Divine Awareness.

 The big band symphonic knows if it hears a lie.

Legendary Resistance (3/day).

 If the big band symphonic fails a saving throw, it can choose to succeed instead.

Immutable Form.

 The big band symphonic is immune to any spell or effect that would alter its form.

Shielded Mind.

 The big band symphonic is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Magic Weapons.

 The big band symphonic's weapon attacks are magical.

Actions

Multiattack.

 The big band symphonic makes two Sound Blast attacks or one Sound Blast and a The Jumpin' Jive attack.

Sound Blast.

 Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit:  (6d8 + 7) thunder damage.

Synesthesia: The target must make a DC 18 Constitution saving throw or become deafened until the end of the Big Band Symphonic's next turn.
The Big Band Symphonic emits a sound blast through his instruments.

 

Brass Knuckles.

 Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit:  (5d12 + 7) bludgeoning damage. The creature must make a DC 18 Strength saving throw or be pushed 10ft back and if the save fails by 5 or more, the target falls prone. The attack has 15ft range and plus 10 (3d6) thunder damage if the Big Band Symphonic moves 20ft or more towards a target.

Synesthesia: The target is also incapacitated until the Big Band Symphonic's next turn.
The Big Band Symphonic slams its metallic fist against a target, propelling them forward.

 

The Jumpin’ Jive.

 A creature within 10ft of the Big Band Symphonic must make a DC 18 Strength saving throw or be sucked in the Big Band Symphonic's brass fist. While inside, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Big Band Symphonic. If the Big Band Symphonic takes 40 damage or more on a single turn from a creature inside it, the Big Band Symphonic must succeed on a DC 18 Constitution saving throw at the end of that turn or throw the restrained creature out, which falls prone in a space within 10 feet of the Big Band Symphonic.

The Big Band Symphonic tries to pull a creature to the inside of its brass fist.

 

Take the "A" Train.

 A creature affected by The Jumpin' Jive takes (6d8) bludgeoning damage and is shot, flying 20 feet and landing prone. If the space is occupied by a creature, it must make a DC 16 Dexterity saving throw or both take 11 (2d10) bludgeoning damage and the flying creature lands on the closest space possible of its original landing.

The Big Band Symphonic shoots a creature out of its brass fist after pummeling them with a trombone slide tube.

 

Heavy Toll.

 Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit:  (8d8 + 7) thunder damage, the target must make a DC 18 Intelligence saving throw. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. This lasts until the end of the Big Band Symphonic's turn.

Synesthesia: The creature has disadvantage on the saving throw.
Two halves of a bell close down on a creature, shaking frantically and confusing it.

 

Cymbal Clash (Recharge 5-6).

 Every creature within a 15-foot radius sphere from the Big Band Symphonic must make a DC 18 Wisdom saving throw or be stunned until the end of the Big Band Symphonic's next turn.

Synethesia: The target takes 22 (5d8) psychic damage if it fails the save, or half of it if they succeed.
The Symphonic crashes two cymbals, making the surrounding area tremble with Consonance.

 

Strike Up the Band (1/day).

 Each creature within a 30ft radius, 40ft high cylinder must make a DC 18 Dexterity saving throw or take 67 (15d8) radiant damage and gain the Synesthesia effect, even if the creature is not within 5 feet of the Big Band Symphonic, until the end of the Big Band Symphonic's next turn.

The Big Band Symphonic summons a spectral big band, which bombards the area with Consonant energy coming from spectral trumpets.

 

 

 

Reactions

Cymbal Parry.

 The Big Band Symphonic summons a cymbal, adding +5 to its AC until the end of its next turn. He must see the attacker to do so.

 

Legendary Actions
The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.

Detect.

 The Big Band Symphonic makes a Wisdom (Perception) check or a Wisdom (Insight) check.

Sound Blast.

 The Big Band Symphonic makes a Sound Blast attack

Super-Sonic Jazz (3 actions).

 The Big Band Symphonic moves 80ft in a straight line. Each creature in its way must make a 16 Dexterity saving throw or take 22 (4d10) bludgeoning damage. The Big Band Symphonic does not trigger opportunity attacks.

The Big Band Symphonic flies in a straight line, becoming a french horn and pushing everything aside in its way.

 

 

Description

The Keepers of Consonance, the Guardians of Harmony, the Enforcers of Melody. Those were titles that the creatures of the Positive Planes used to describe the Big Band Symphonics, the elite force of Symphonia, plane of melody and harmony. Imbued with almost complete control of Consonance conversion, these skilled warriors pummeled their enemies and controlled the battlefield with their arsenal of metallic instruments, either to deafen or to incapacitate.

Previous Versions

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6/19/2020 10:28:05 PM
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