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).