Unknown Shores
Mocking Choir CR: 11
Huge undead, chaotic evil
Armor Class: 18
Hit Points: 171 (18d12 + 54) 18d12+54
Speed:
0 ft
, fly: 40 ft
, can hover
Saving Throws: Dex +8, Wis +7, Cha +9
Skills: Deception +13, Insight +7, Perception +7, Performance +13
Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 120 ft., passive Perception 17
Languages: Common, Elvish, Infernal; telepathy 120 ft.
Challenge Rating: 11
( 7,200 XP)
Proficiency Bonus: +4
Special Abilities
Incorporeal Movement
The mocking choir can move through creatures and objects as though they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Chorus of Derision
Whenever a creature starts its turn within 30 feet of the mocking choir, it must succeed on a DC 18 Wisdom saving throw or become Doubted until the start of its next turn.
Doubted
A doubted creature can't gain advantage. The first time it misses an attack roll or fails an ability check or saving throw before the condition ends, it takes 7 (2d6) psychic damage and the condition ends.
I've Seen Better
When a creature scores a critical hit against the mocking choir, the choir can use its reaction to force that creature to make a DC 18 Charisma saving throw.
On a failed save, the hit becomes a normal hit instead of a critical hit, and the mocking choir gains 15 temporary hit points.
Actions
Multiattack
The mocking choir makes two Scornful Touch attacks.
Scornful Touch
Melee Spell Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 5) necrotic damage plus 7 (2d6) psychic damage.
The target must succeed on a DC 18 Wisdom saving throw or become Doubted until the start of the mocking choir's next turn.
Make a Fool of Them (Recharge 5–6)
The mocking choir chooses up to three creatures it can see within 60 feet.
Each target must make a DC 18 Wisdom saving throw.
On a failed save, the creature becomes Doubted until the end of its next turn.
In addition, the first attack roll, ability check, or saving throw it makes before the condition ends is made with disadvantage.
Encore of Failure (Recharge 6)
The mocking choir erupts in overlapping laughter in a 30-foot-radius sphere centered on itself.
Each enemy creature in the area must make a DC 18 Wisdom saving throw.
On a failed save, the creature takes 35 (10d6) psychic damage and becomes Doubted until the end of its next turn.
If a creature is already Doubted, it instead takes an additional 10 (3d6) psychic damage.
On a successful save, the creature takes half as much damage and isn't Doubted.
Legendary Actions
The mocking choir 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's turn. The mocking choir regains spent legendary actions at the start of its turn.
Whispered Joke
One creature the choir can see within 60 feet takes 7 (2d6) psychic damage.
Point and Laugh
One creature the choir can see within 60 feet must succeed on a DC 18 Wisdom saving throw or become Doubted until the start of the mocking choir's next turn.
Punchline (Costs 2 Actions)
When a Doubted creature within 60 feet misses an attack roll or fails an ability check or saving throw, the mocking choir erupts in cruel laughter.
That creature takes 10 (3d6) psychic damage, and the mocking choir gains advantage on the next attack roll it makes before the end of its next turn.
Usual Tactics
The mocking choir singles out the creature most certain of its own ability. The knight who boasts of never missing, the wizard convinced no spell can fail, the rogue who laughs at impossible odds.
It spreads Doubted throughout the party before concentrating its attacks on creatures whose confidence has begun to crack. Rather than overwhelming foes with raw force, the choir exploits hesitation, waiting for moments of uncertainty before delivering its cruelest blows.
A swirling mass of ghostly faces drifts silently through the darkness, each twisted into a knowing smile as quiet laughter echoes from mouths that never seem to open.
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