b'Animated Quartet \n'b'  Family:   Animated Objects  \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  102 (12d10 + 36)  Speed  30 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  17 (+3)  INT:  4 (\xe2\x80\x934)  WIS:  5 (\xe2\x80\x933)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Performance  +8  Damage Immunities  poison, psychic  Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  blindsight 60 ft. (blind beyond this radius), passive  Perception  7  Languages  \xe2\x80\x94  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Antimagic Susceptibility . The quartet is  incapacitated  while in the area of an  antimagic field . If targeted by  dispel magic , the quartet must succeed on a  Constitution  saving throw against the caster\xe2\x80\x99s spell save DC or fall  unconscious  for 1 minute. \n'b'  Construct Nature . The quartet doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  False Appearance . While the quartet remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a group of musical instruments. \n'b'  Four-Part Harmony . An animated quartet is always composed of four instruments that sit or hover close together, acting with singular intent. If an  attack  deals at least 25 damage to the quartet then one of the instruments falls  unconscious , causing the quartet to deal one die less of damage with its Trouble Clef and Orchestra Hit  actions . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The quartet uses Musical Arrangement. It then makes two Trouble Clef or Orchestra Hit attacks. \n'b'  Trouble Clef .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 13 (4d4 + 3) bludgeoning damage. \n'b'  Orchestra Hit .  Ranged Spell Attack : +6 to hit, range 60 ft., one target.  Hit : 18 (4d6 + 4) thunder damage. \n'b'  Musical Arrangement . The quartet plays one of the following songs:\n'b'\n'b'\n'b'  Dreadful Dirge . The quartet plays a hair-raising tune that evokes terror. Each hostile creature within 30 feet of the quartet must succeed on a DC 14  Wisdom  saving throw or be  frightened  until the end of its next turn. \n'b'  Oppressive Overture . The quartet plays a heavy melody that reverberates through nearby creatures. Each hostile creature within 30 feet of the quartet must succeed on a DC 14  Strength  saving throw or be forced  prone . \n'b'  Seditious Sonata . The quartet plays a song that incites disobedience and rebellion. Each hostile creature within 30 feet of the quartet must succeed on a DC 14  Charisma  saving throw or be  charmed  by the quartet for 1 minute. While  charmed , a creature refuses to  attack  other creatures or target other creatures with harmful abilities or magical effects, and it refuses to  aid  its allies. A  charmed  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a  charmed  creature takes damage, the effect ends for it. \n'b'\n'b'  Alternate Critical (Source: Monster Crits for 5e) . When the animated instrument scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, the target creature is deafened until the end of the animated instrument\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Delicate in frame but clever in design, animated instruments are crafted with formidable magic to serve maestros and savants for purposes ranging from bodyguards to performance backup. \n'b' Favored by bards, nobles, and virtuoso liches these often-beautiful works of craftsmanship are designed and imbued with magical effects that can  enthrall , confuse, and even terrify listeners. \n'b' Any instrument is suitable for animation, though some are more common than others. Lutes, flutes, and other more compact instruments are prime candidates for traveling bards. \n'b' Pianos and harpsichords make for excellent guards in the homes of the wealthy. Horns and drums are often chosen for armies on battlegrounds to bolster weary soldiers and frighten oncoming enemies. \n'b'  Compelling Melodies . Songs of wondrous power are woven into the enchantments that impart the chosen instrument with unique musical gifts. Other times, usually when an instrument is enchanted in  haste , the instrument recalls the pieces of music it was used to play when it was only an object. In any case, the animated instrument can play magical melodies. All animated instruments, even the simplest of harps or tambourines, can strike at unruly listeners with thunderous effect and charming melodies. \n'b'  Menacing Harmonies . An animated instrument alone is more than enough for most heroes to handle, but not all instruments are brought to life for solo acts. Just as often, formidable quartets of instruments are created, typically horns or drums. Quartets act with unified purpose in accordance with their enchanter\xe2\x80\x99s instructions and do so in perfect harmony. Though most animated instruments are seen alone or as a quartet, animated instruments\xe2\x80\x99 capacity for animation is limited only by the arcane aptitude and creativity of the enchanter. \n'b'  Mighty Symphonies . Truly magnificent works of art and sorcery, animated symphonies are massive swarms of animated instruments. The magic required to uplift entire symphonies is both mighty and rare. In all cases, animated symphonies develop hive-mind egos that are twisted caricatures of the composers who wrote for the instruments or that are rooted in the style of music their individual components played before their transmutation. The personalities of these symphonies are as varied as the music of the world.'