Drowned Choir
Medium undead, neutral evil
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 Weapon Attack: +3 to hit, reach 5 ft., one target. 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.
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.





