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.
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