Skip to main content

Maestoso




The elemental wears a golden mask, angelic in its visage with a silver crown floating just above. Its robes befit an actor playing royalty in the finest theaters; a deep, royal purple trimmed with golden fur. The body within is made up of hundreds of gem-like motes of sound sparkling in the light, though its arms end in long skewers tipped with crooked digits.


Arrogance Incarnate. Second in self-importance only to Phantasmagoria itself, the maestoso is born from blustering speeches and fiery orations. A fragment of the demagogue which spoke it in existence dwells within the elemental along with an uncanny spark of intelligence for its kind. The maestoso cannot stand for anything upstaging it and sees every flesh-and-blood creature well beneath its station. While Phantasmagoria finds these particular sound elementals tiring, it often puts them in charge of ongoing schemes for a time so it does not have to micromanage every little thing.

Maestoso

Medium elemental, chaotic neutral

Armor Class 19 (natural armor)

Hit Points 144 (17d8 + 68)

Speed 30ft

Fly 30ft

Str 8 Dex 18 Con 18 Int 16 Wis 17 Cha 19

SkillsInsight +7, Perception +7, Performance +8

Damage Immunities thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, exhaustion, paralyzed, petrified, prone

Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 17

Languages Elvish, Primordial

Challenge 10 (5,900 XP)

Incorporeal Movement.

The maestoso 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.

Majestic Aura..

The maestoso surrounds itself in a shield of enchanted arrogance. As long as the elemental is not within an area of Silence or similar magic effect, it adds its Charisma bonus to its Armor Class (already factored in, above).

Vulnerable to Silence.

Whenever maestoso 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 16 Consitution saving throw or be unable to Move this turn.

Actions

Multiattack.

The maestoso makes 2 attacks

Sonic Lance.

Melee Spell Attack: +8 to hit, reach 15ft., one target. Hit: 23 (5d8) Thunder damage. In addition, the creature must succeed on a DC 16 Constitution save or be deafened until the end of its next turn and knocked prone

Sonic Rend.

Melee Spell Attack: +8 to hit, reach 5ft., one target. Hit: 13 (3d8) Thunder damage. In addition, the creature must succeed on a DC 16 Constitution save or be incapacitated until the end of its next turn. If a creature fails this save by 5 or more, it is stunned until the end of its next turn instead

Frightful Presence.

Each creature of the maestoso's choice that is within 80 feet of the maestoso and aware of it must succeed on a DC 16 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 maestoso's Frightful Presence for the next 24 hours.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...