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
STR
10
+0
DEX
13
+1
CON
10
+0
INT
10
+0
WIS
10
+0
CHA
19
+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.

Other data

description