Wind's Harp

Medium Fiend, lawful evil. CR 4, AC 12, 63 HP. Traits: False Appearance, Magic Resistance, Strong Winds.

Armor class
12
Hit points
63
Challenge
4
Creature type
Fiend
Size
Medium
Alignment
lawful evil

Stat block

Cha
19
Con
10
Dex
13
Int
10
Str
10
Wis
10
Speed
Fly: 10; Walk: 30
Senses
darkvision 60 ft., passive Perception 10
Skills
Stealth: 5
Actions
  • Multiattack. The wind's harp devil makes two infernal noise attacks.
  • Infernal Noise. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage plus 3 (1d6) thunder damage.
  • Hellish Chorus (Recharge 5-6). The wind's harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus.
Languages
Common, Infernal
Reactions
  • Diabolical Countersong. When a spell is cast within 60 feet of it, the wind's harp devil plays a single, infernal note, interrupting the spell. This reaction works like the counterspell spell, except it only works on spells of 3rd level or lower.
Saving throws
Wisdom: 2; Charisma: 6
Damage immunities
cold, fire, poison
Special abilities
  • False Appearance. While the wind's harp devil remains motionless, it is indistinguishable from an ordinary object.
  • Magic Resistance. The wind's harp devil has advantage on saving throws against spells and other magical effects.
  • Strong Winds. The wind's harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental, wind demon, or similar creature of air, is within 20 feet of the target, and isn't incapacitated. rP
Condition immunities
poisoned

Source and licence

From Creature Codex.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.