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Drowned Choir

Medium undead, neutral evil

AC
12
HP
104
Speed
20
CR
3

On fog nights the drowned fences sing, and the old hands turn their boats toward home. The drowned choir is what the fog kept of a wrecked hymn-sing: grey singers with water in their lungs, harmonising still. Their wail hits like a wave against the pilings, and their sweet verse walks a listener off the path to join them.


Armor Class 12 (natural armor)

Hit Points 104 (16d8 + 32)

Speed 20 ft., swim 30 ft.


STR
12 (+1)
DEX
13 (+1)
CON
15 (+2)
INT
8 (-1)
WIS
16 (+3)
CHA
16 (+3)

Skills Performance +5

Damage Resistances necrotic, thunder

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages understands Common but cannot speak

Challenge 3


Traits

Amphibious Chorus. The choir can breathe air and water, and its singing carries clearly underwater and through fog.

Actions

Multiattack. The choir makes two cacophonous touch attacks.

Cacophonous Touch. Melee Attack Roll: +3, reach 5 ft. Hit: 11 (3d6 + 1) Thunder damage.

Wail of the Drowned (Recharge 5–6). Each creature within 30 feet that can hear the choir must succeed on a DC 13 Charisma saving throw or take 18 (4d8) Thunder damage, or half as much damage on a success.

Luring Refrain (Recharge 6). Each humanoid within 60 feet that can hear the choir must succeed on a DC 13 Wisdom saving throw or be charmed for 1 minute. While charmed, the target must move toward the choir by the most direct route and cannot take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022