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Allegro




As the allegro is always in motion, it is hard to pin down its features. The billowing, bright clothes it wears are soiled with innumerable blood splatters from previous victims and hang on a scarecrow-frame of glowing crimson. The creature wears a bauta mask, though the ties of the accessory flutter off the sides of its head instead of being bound in the back. Its legs taper off into faded points. The exposed bones of its forearms resemble violin bows, save the string is made for slashing instead of playing. Fine gloves hover in the correct place, despite a break where a wrist should be.


Hyper-Ventilators. Born from the panicked breath of a humanoid in the throes of frightened mania, the allegro has a hard time standing still. It wants nothing more than to bring forth such noises again and honestly Phantasmagoria has a hard time keeping those in its employ under control. Sometimes the fiendish note aims an allegro at a specific target, but it just as often lets them loose to ‘have a run’ and ‘work off some energy’. On those nights, the streets are thickly swathed with blood.

Allegro

Medium elemental, chaotic neutral

Armor Class 13

Hit Points 58 (9d8 + 18)

Speed 50ft

Str 8 Dex 16 Con 15 Int 8 Wis 8 Cha 16

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities thunder

Condition Immunities charmed, exhaustion, paralyzed, petrified, prone

Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 9

Languages Primordial

Challenge 3 3 (700 XP)

Incorporeal Movement.

The allegro can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Mobile Foe.

If the allegro makes a melee attack against a target, until the end of the elemental's turn it may then Move away from that target without provoking an opportunity attack from that target.

Vulnerable to Silence.

Whenever allegro starts its turn in the area of effect of the Silence spell or a similar effect, it has disadvantage on all attack rolls and skill checks. It must succeed on a DC 11 Consitution saving throw or be unable to Move this turn.

Actions

Multiattack.

The allegro makes 2 sonic slash attacks

Sonic Slash.

Melee Spell Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6+3) slashing damage plus 4 (1d8) Thunder damage.

Cutting Notes (Recharge 6).

The allegro becomes a column of destructive sound and rockets forward in a straight line that is 40ft long and 10ft wide. All targets in the area of effect must succeed on a DC 12 Dexterity save or take 10 (3d6) slashing and 10 (2d6) thunder damage. Any creature that fails this save by 5 or more is deafened for the next minute.


The allegro is not subject to opportunity attacks during Cutting Notes and reforms at the terminus of its line attack. It is Restrained until the end of its turn.

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