b'Animated Symphony \n'b'  Family:   Animated Objects  \n'b'  Gargantuan   swarm of Small constructs ,  neutral  \n'b'  Armor Class  15 (natural armor)  Hit Points  201 (13d20 + 65)  Speed  30 ft., fly 30 ft. (hover)\n'b' STATS STR: 12 (+1) DEX:  18 (+4)  CON:  20 (+5)  INT:  10 (+0)  WIS:  8 (\xe2\x80\x931)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Con  +10,  Wis  +4,  Cha  +11  Skills   Performance  +16  Damage Resistances  bludgeoning, piercing, slashing  Damage Immunities  poison, psychic  Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained ,  stunned   Senses  blindsight 120 ft. (blind beyond this radius), passive  Perception  9  Languages  understands Common but can\xe2\x80\x99t speak  Challenge  15 (13,000 XP)  Proficiency Bonus  +5 \n'b' SPECIAL TRAITS \n'b'\n'b'  Antimagic Susceptibility . The symphony becomes  incapacitated  if it ends its turn in the area of an  antimagic field . If targeted by  dispel magic , the symphony must succeed on a  Constitution  saving throw against the caster\xe2\x80\x99s spell save DC or fall  unconscious  for 1 minute. The symphony has advantage on this saving throw. \n'b'  Construct Nature . The symphony doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  False Appearance . While the symphony remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a large collection of musical instruments and performance paraphernalia. \n'b'  Grand Composition . While the symphony occupies another creature\xe2\x80\x99s space, that creature has disadvantage on  Constitution  saving throws to maintain concentration, and the creature can\xe2\x80\x99t cast spells with verbal components. \n'b'  Legendary Resistance (3/Day) . If the symphony fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The symphony has advantage on saving throws against spells and other magical effects. \n'b'  Swarm . The symphony can occupy another creature\xe2\x80\x99s space and vice versa, and the symphony can move through any opening large enough for a Small musical instrument. Except for the Harmonize legendary action, the symphony can\xe2\x80\x99t regain  hp  or gain  temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The symphony uses Musical Arrangement. It then makes two Hammer Note or Pulsating Cacophony attacks. \n'b'  Hammer Note .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target in the swarm\xe2\x80\x99s space.  Hit : 36 (8d8) bludgeoning damage, or 18 (4d8) bludgeoning damage if the symphony has half its  hit points  or fewer. \n'b'  Pulsating Cacophony .  Ranged Spell Attack : +11 to hit, range 60 ft., one target.  Hit : 22 (4d10) thunder damage plus 13 (2d12) psychic damage, or 11 (2d10) thunder damage plus 6 (1d12) psychic damage if the symphony has half its  hit points  or fewer. \n'b'  Musical Arrangement . The symphony plays one of the following:\n'b'\n'b'\n'b'  Ballet of Quickening Steps . The symphony plays a lilting ballet that picks up pace in startling fashion, increasing its movement speed by 10 feet and allowing it to take the  Dodge  action as a bonus action on each of its turns. This song lasts 1 minute or until the symphony plays a different song. \n'b'  Harrowing Hymn . The symphony plays a foreboding verse. Each creature within 30 feet of the symphony that can hear it must succeed on a DC 19  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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the symphony\xe2\x80\x99s Harrowing Hymn for the next 24 hours. \n'b'  Concerto for the Luckless . The symphony plays a compelling piece, pitting nearby listeners against their own misfortunes. Each creature within 60 feet of the symphony that can hear it must succeed on a DC 19  Charisma  saving throw or be cursed for 1 minute. While cursed, a creature can\xe2\x80\x99t add its proficiency bonus to  attack  rolls or ability checks. If the cursed creature rolls a 20 on an  attack  roll or an ability check, the curse ends. Alternatively, the curse can be lifted early by a  remove curse  spell or similar magic. \n'b'  Four Winds Canon . The symphony trumpets gale force winds in a 90-foot cone. Each creature in that area must make a DC 19  Strength  saving throw. On a failure, a creature is pushed up to 30 feet away from the symphony and forced  prone . On a success, a creature is forced  prone , but it isn\xe2\x80\x99t pushed. The winds also disperse gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. \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' LEGENDARY ACTIONS \n'b' The symphony can take 3 legendary  actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The symphony regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Move . The symphony moves up to its speed without provoking opportunity attacks. \n'b'  Harmonize (Costs 2 Actions) . The symphony tunes its worn-out instruments back to working harmony, regaining 20  hp  and ending one condition affecting it. \n'b'  Orchestral Flourish (Costs 2 Actions) . The symphony plays a short, fierce melody. Each creature within 10 feet of the symphony, including creatures in its space, must make a DC 19  Constitution  saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one. \n'b'  Syncopated Melody (Costs 3 Actions) . The symphony mimics a spell that was cast since the end of its last turn. It makes a  Performance  check where the DC is the caster\xe2\x80\x99s DC + the level of the spell the symphony is trying to mimic. If successful, the symphony casts the spell, using the original caster\xe2\x80\x99s DC and spell  attack  bonus. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the animated symphony\xe2\x80\x99s lair is warped by its presence, which creates one or more of the following effects: \n'b'\n'b'  Life-Giving Music . Periodically, an inanimate object within 1 mile of the symphony\xe2\x80\x99s lair temporarily comes to life to sing and dance and realize the dreams it could never achieve while it was inanimate. \n'b'  Pervasive Stings . Within 5 miles of the symphony\xe2\x80\x99s lair, situation-appropriate music audibly, though not loudly, punctuates decisive  actions , potentially providing advantage in moments of brilliance or disadvantage in inopportune circumstances, usually in accordance with the symphony\xe2\x80\x99s long-term goals. If the animated symphony dies, these effects fade in 1d10 days. \n'b'\n'b' LAIR \n'b' An animated symphony\xe2\x80\x99s lair is typically an unoccupied music hall, defunct bardic college, great cathedral, or the grand ballroom of an abandoned palace. The magical influence of the animated symphony alters its lair, stretching out the space to increase spectator capacity, adding balconies and private viewing boxes, and insulating walls to maximize the acoustics. When encountered in its lair, the symphony has a challenge rating of 16 (15,000 XP). \n'b' On initiative count 20 (losing initiative ties), the animated symphony takes a lair action to cause one of the following effects; the symphony can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b'  Backup Music . The symphony calls for backup instruments to assist in the performance, summoning 2d4 animated instruments or 1 animated quartet in unoccupied spaces it can see within 120 feet of it. The creatures act immediately and on initiative count 20 each round. The creatures act as allies of the symphony and remain for 1 hour, until the symphony dies, or until the symphony uses this lair action again. \n'b'  Horn Blast . The symphony\xe2\x80\x99s horn section blasts a harsh note at a point the symphony can see within 120 feet of it. Each creature within 5 feet of that point must make a DC 19  Constitution  saving throw, taking 21 (6d6) thunder damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b'  Timekeeper . The symphony\xe2\x80\x99s percussion section attempts to magically alter the tempo of one creature it can see within 120 feet of it. A friendly target gains a +2 bonus to its AC, has advantage on  Dexterity  saving throws, and can make one  attack  as a bonus action on its turn. A hostile target must succeed on a DC 19  Wisdom  saving throw or reduce its AC by 2, have disadvantage on  Dexterity  saving throws, and can use either an action or bonus action, but not both, on its turn. The effect lasts until initiative count 20 on the next round. The piano began to play a tune on its own, and the tavern patrons turned to look. The piano then floated upward, clipping a startled waiter, and everyone in the tavern turned to flee. \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.\xc2\xa0Favored 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.\xc2\xa0Any 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. \n'b' The statistics presented here describe a Tiny instrument, such as a flute, shawm, or tambourine, but instruments of any  size  can be animated. To create an animated instrument of a different  size , use the statistics presented here except as described below. \n'b'\n'b'  Small . A Small instrument, such as a lute, sitar, tabor, or violin, is portable and often requires two hands to play. A Small animated instrument has 17 (5d6)  hit points , and its Trouble Clef and Orchestra Hit each increase by one die type. It has a challenge rating of 1/4 (50 XP). \n'b'  Medium . A Medium instrument, such as a cello, kettledrum, or marimba, is nearly the size of a  human  and often requires the musician to remain stationary to play it. A Medium animated instrument has 27 (6d8)  hit points , and its Trouble Clef and Orchestra Hit each increase by two die types. It has a challenge rating of 1/2 (100 XP). \n'b'  Large . A Large instrument, such as an alphorn, harp, or piano, is larger than a  human , often requires multiple people or magic to reposition it, and, in some cases, can be played by more than one person. A Large animated instrument has a walking speed of 30 feet in addition to its flying speed and 27 (5d10)  hit points , and its Trouble Clef and Orchestra Hit each increase by three die types. It has a challenge rating of 1/2 (100 XP).'