b'Unholy Choir (Fleshgine) \n'b'  Gargantuan   construct ,  unaligned  \n'b'  Armor Class  17  Hit Points  198 (12d20 + 72)  Speed  10 ft.\n'b' STATS STR: 26 (+8) DEX:  6 (-2)  CON:  23 (+6)  INT:  1 (-5)  WIS:  10 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +2  Damage Resistances  fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine  Damage Immunities  acid, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft, passive  Perception  10  Languages  Infernal, Common  Challenge  9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Berserk . Whenever the unholy choir starts its turn with 90  hit points  or less, roll a d6. On a 6, the unholy choir attacks the nearest creature it can see. If no creature is near enough to move to and  attack , the unholy choir attacks an object with preference for an object smaller than itself. Once the unholy choir goes bersek, it continues to do so until it is destroyed or regains all its  hit points . The unholy choir\xe2\x80\x99s creator or designed operator, if within 60 feet of the berserk unholy choir, can try to calm it by speaking firmly and persuasively. The unholy choir must be able to hear this designated person, who must take an action to make a DC 15 Charisma ( Persuasion ) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 90  hit points  or fewer, the golem might go berserk again. \n'b'  Magic Weapons . The conductor\xe2\x80\x99s attacks are magical. \n'b'  Vulnerability to Silence . The unholy choir\xe2\x80\x99s entire purpose for existence is built around its choral abilities. At the end of each turn that it is in an area of magical  silence  (such as from a  silence  spell), the unholy choir must make a d6 roll at the end of each turn, going berserk on the roll of a 6. While in an area of  silence , the  fleshgine\xe2\x80\x99s  creator cannot attempt to soothe it and regain control. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The unholy choir can use its Infernal Chorus, or its Viscous Spittle, if able. It then makes four attacks with its bites. The conductor can instead make four attacks with its bites against a single target that is Gargantuan. \n'b'  Bite .  Melee Weapon Attack : +12 to hit, reach 20 ft., one target.  Hit : 25 (4d6 + 8) piercing damage. \n'b'  Infernal Chorus . The unholy choir emits music, causing a number of different effects, each of which requires concentration to maintain, up to 1 minute. Choose one of the following effects:\n'b'\n'b'\n'b'  Dirge of Doom : Creatures other than fiends and constructs that can hear the unholy choir and are within 30 feet of it must succeed on a DC 15  Wisdom  saving throw or become  frightened  until the music stops. A creature is no longer  frightened  if it cannot hear the dirge. \n'b'  Dissonant Sound : Creatures that can hear the unholy choir and are within 60 feet of it must succeed on a DC 15  Constitution  saving throw or become  poisoned  by deleterious music. A creature is no longer  poisoned  if it cannot hear the sound. \n'b'  Inspire Courage : The unholy choir can bolster up to six allies within 60 feet that can hear it and are within 60 feet. These allies are granted the effects of the  bless  spell. \n'b'  Nightscream : Any living creature within 30 feet of the unholy choir that can hear it can\xe2\x80\x99t regain  hit points  until it can no longer hear the scream. A creature that can hear the scream at the start of its turn must make a DC 15  Charisma  saving throw, taking 14 (4d6) necrotic damage on a failure, or half as much on a success. \n'b'\n'b'  Viscous Spittle (1/Day) . Once per round as a free action, the Unholy Choir can spew a spray of this mucus in a 15-foot cone. Anyone within the cone\xe2\x80\x99s area must make a DC 17  Dexterity  saving throw or be covered in the viscous goo and become  restrained . At the start of each round that a creature remains  restrained  by the goo, it takes 4 (1d8) acid damage. At the end of a  restrained  creature\xe2\x80\x99s turn, it can make another saving throw. If it succeeds, it is no longer restrained.'