Wind's Harp
Creature Codex (3pp)
- Size
- Medium
- Type
- fiend (devil)
- Alignment
- lawful evil
- AC
- 12 (natural armor)
- Hit Points
- 63 (14d8)
- Speed
- walk 30 ft., fly 10 ft.
- Saving Throws
- Wis +2, Cha +6
- Skills
- Stealth +5
- Immunities
- cold, fire, poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft.
- Passive Perception
- 10
- Languages
- Common, Infernal
- Challenge
- 4
Traits
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.
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.
recharge
D5
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.