Skip to main content

Forte




Enrobed in bright silks, the forte strikes a shape similar to a dervish dancer, save the spaces between the fabric containing little more than a deep-violet murk. It wears a lacquered mask bearing a bemused expression which is framed by an arrangement of ever-swirling scarves that give an impression of a head. The elemental's hands further betray its alien nature, as they are fingerless balls forever vibrating with barely controlled sound.


Riot Rondo. Phantasmagoria draws these elementals from cries of incoherent rage and mob justice. The resulting forte is a loud creature, both in volume and self-expression. But this is not a harmless artistic spirit. Instead, it strives to create dancing tunes using the pained shouts of others as it beats them to death. The arch elemental values fortes not only for their malicious ability, but also their loud natures can break magical silences which can be deadly to its kin.

Grave

Medium elemental, chaotic neutral

Armor Class 15 (natural armor)

Hit Points 97 (13d8 + 39)

Speed 30ft

Str 8 Dex 18 Con 17 Int 8 Wis 8 Cha 19

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 7 (2,900 XP)

Incorporeal Movement.

The forte 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.

Keeping the Beat.

If a creature struck by the forte's sonic shockwave falls prone, the elemental may use its bonus action to immediately make another sonic shockwave attack on that creature. This sonic shockwave does not count toward Sonic Boom.

The Show Must Go On (1/Day).

The forte can innately cast Dispel Magic, requiring no material components. Its innate spellcasting ability is Charisma. This spell can only be used to dispel silence, darkness, or illusion spells and like effects.

Vulnerable to Silence.

Whenever the forte 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 14 Consitution saving throw or be unable to Move this turn.

Actions

Multiattack.

The forte makes 2 sonic shockwave attacks

Sonic Slash.

Melee Spell Attack: +7 to hit, reach 5ft., one target. Hit: 13 (3d8) Thunder damage. In addition, the creature must succeed on a DC 14 Constitution save or be deafened until the end of its next turn and knocked prone.

Reactions

Sonic Boom.

If the forte hits a creature with both of its sonic shockwaves in one action, it may use its reaction to create a sonic book with a radius of 60ft that can be heard for 300ft. Each target within the area of effect must succeed on a DC 14 Constitution save or take 7 (2d6) thunder damage.

Comments

Popular posts from this blog

Frame Mimic

Rattling from the shadows, a gaggle of rat-gnawed bones march forward eager to slay the living. One of them lags behind, looking a bit more solid than the rest. You know your mace should have broken the leading skeletons to pieces. Yet, it merely cracked bones instead of shattering them. Tentacles lash out from the slower skeleton, adhering to you and pulling you closer to the maw manifesting from its ribcage. This is the frame mimic. The spawn of the ossuary mimic, this monstrosity also feels a kinship to the undead - specifically animated skeletons. It adopts a group of such horrors and its very presence temporarily empowers them. This is why the skeletons keep it around instead of hacking it to pieces as they would any other living thing. On top of that, frame mimics develop a supernatural stubbornness that can only be called boneheaded. So powerful is this force of will, that it mends their wounds as they plough forward against deadly spells. Frame Mimic Medium Monstrosit...

Brocade Mimic

The masked bard in gaudy attire was strumming away when the bar fight started. It kept playing even as chairs broke and mugs flew. Not one strum was missed even when blood was spilled. Then someone grew sick of the racket and stuck a hand ax into the bard's neck...with a wooden thunk. The fancy vest exploded with teeth, tentacles, and eyes. Then there was the color spray... The first brocade mimic lurked in the rafters of a bard college. Instead of eating a future player, it learned alongside them and caught a passion for the arts. Of course, it could have become an instrument but that wasn't quite grand enough. The mimic became a set of fancy clothes and was worn out the front doors. Sometimes it and its spawn become a bard's best friend. sometimes it pilots a dead one around for a bit, and other times it takes over a mannequin to strike out on its own. No matter how, the show must always go on. Brocade Mimic Medium Monstrosity (shapechanger), neutral ...

Yoke Mimic

Something tore apart the bandits you've been tracking, but it's not obvious what chewed and in some cases melted them. Maybe there's a wyrmling in the area? Either way, all that remains alive in the camp is a pair of oxen burdened by their cart. Though, they are quite nonplussed given the violence that must have occurred around them. Surely these simple beasts couldn't be the case of the carnage, could they? As you ponder this, the oxen start plodding away, pulling the cart of goods with them. Trying to stop them was the logical thing to do... their yoke coming undone with twin, yawning mouths not so logical. You know what that means... initiative rolls, please. Relatively benign, for a mimic, the yoke mimic was cultivated by an industrious farmer. They didn't see the point of wasting an animal that came into their care, even a strange monstrosity such as this one. It became a valuable tool not only to get fields plowed, but also kept the animals attached to it d...