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Mad Piper 2014

CR 2 construct

Large construct, neutral


Armor Class
12 (padded armor)
Hit Points
19 (3d8+6)
Speed
30 ft.

STR16 (+3)
DEX8 (-1)
CON14 (+2)
INT5 (-3)
WIS7 (-2)
CHA16 (+3)

Saving Throws
Skills
Performance +5
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned, prone
Senses
darkvision 60 ft., passive Perception 8
Languages
understands Common and Void Speech, but can't speak
Challenge
2 (450 XP) · Proficiency Bonus +2

Inspire.

As a bonus action, the mad piper can play a tune that inspires a friendly creature it can see within 30 feet of it. If the target can hear the mad piper, it has advantage on its next ability check, attack roll, or saving throw.

Actions

Screaming Flail.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 2 (1d4) thunder damage.

Terrible Dirge.

The mad piper plays a haunting dirge. Each creature of the mad piper's choice that is within 30 feet of the piper and can hear the dirge must succeed o a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the mad piper's Terrible Dirge for the next 24 hours.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details