Animated Instrument

Tiny Construct, unaligned

Armor Class 12 (natural armor)

Hit Points 17 (7d4)

Speed fly +30, walk +0

Challenge 1/4

STR
1
-5
DEX
12
+1
CON
11
+0
INT
1
-5
WIS
5
-3
CHA
15
+2

Skills perception -3

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses blindsight 60' (blind beyond), passive Perception 7

Languages

Special Abilities

Antimagic Susceptibility. Incapacitated while in the area of an antimagic field. If targeted by dispel magic instrument must succeed on a Con save vs. caster's spell save DC or fall unconscious for 1 min.

Construct Nature. Doesn't require air food drink or sleep.

False. [+]Appearance[/+] While motionless and isn't flying indistinguishable from normal musical instrument.

Actions

Trouble Clef. Melee Weapon Attack: +3 to hit, 5 ft., one target, 4 (1d4+1) bludgeoning damage.

Orchestra Hit. Ranged Spell Attack: +4 to hit, 60 ft., one target, 5 (1d6+2) thunder.

Spirited Solo (Recharge 5-6). Improvises a tune to draw listeners into entrancing thought. Each creature within 30' of it that can hear the song: creature is incapacitated until end of its next turn (DC 12 Wis creature has an epiphany and gains advantage on Cha (Performance) checks for 1 day).

Courageous Anthem (1/Day). Plays a song that bolsters its allies. Each friendly creature within 30' of the instrument that can hear song has a +1 bonus to attack rolls ability checks and saves until song ends. Instrument must take a bonus action on subsequent turns to continue playing the song. Can stop playing at any time. Song ends if animated instrument is incapacitated. A creature can benefit from only one Courageous Anthem at a time.

Source: Tome of Beasts 3 · OGL/Open