"The Conductor"
The Conductor
INT 22 (+6) WIS 18 (+4) CHA 28 (+9)
Legendary Resistance (3/day). If the Conductor fails a saving throw or ability check, he can choose to succeed instead.
Magic Resistance. The Conductor gains an advantage against magical saving throws and ability checks.
Gloves of the Opus. Whenever the Conductor is within melee ranged of any creature, his gloves automatically create a lifelike, translucent, magical copy of that creature’s weapon. The weapon’s stats and abilities are identical to those of the source. If the source weapon moves more than 30 feet away from him, the copied weapon vanishes. The Conductor is considered proficient with any weapon materialized by his gloves.
Innate Spellcasting. The Conductor’s innate spellcasting ability is Charisma (spell save DC 25, +19 to hit with spell attacks). The Conductor can innately cast the following spells, requiring no material or verbal components:
Multiattack. The Conductor makes two melee or ranged attacks using a magic weapon summoned by his gloves.
Melody. Ranged Spell Attack: +19 to hit, range 150 ft., up to three targets. Hit: 19 (3d6 + 9) psychic damage. The Conductor’s melody seeps into the minds of up to 3 creatures he can see.
Percussion. Ranged Spell Attack: +19 to hit, range 150 ft., one target. Hit: 44 (10d6 + 9) bludgeoning damage, and the target must succeed on a DC 25 Strength (Athletics) check or be pushed away from the Conductor up to 30 feet away in a straight line, landing prone.The Conductor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Conductor regains spent legendary actions at the start of his turn.
Solo. The Conductor’s symphony transitions to a solo arrangement, focusing on one hostile creature for 1 minute or until the Conductor decides to end the solo. During the solo section, that creature and the Conductor can both only target each other.
Harmony. The Conductor’s orchestral pieces all converge into one harmony, creating a cacophony of sound. Each creature of the Conductor’s choice within 60 feet of him must succeed on a DC 19 Wisdom saving throw or take 4d6 Psychic damage and become stunned for 1 round, taking half as much on a success and not being stunned.
Standing Ovation (Costs 3 Actions). Up to 20 creatures of the Conductor’s choice that are within 120 feet of him and aware of him must succeed on a DC 19 Wisdom saving throw or stop what they are doing and perform a standing ovation for 1 minute. A creature can repeat the saving throw at the end of each its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Conductor’s Standing Ovation for the next 24 hours.Full Orchestral Hit. The entire orchestra performs a hit, and each creature of the Conductor’s choice that are within 120 feet of him and aware of him must succeed on a DC 22 Wisdom saving throw or become frightened for 1 round, even if that creature is immune to being frightened. 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 is normally immune to being frightened, they make this check with advantage.
Intermission (1/day). The Conductor disappears for 1 minute and returns with 50% of his maximum hit points restored.
Symphonic Climax (1/day). If the Conductor’s battle has gone on for 1 minute (10 rounds) or longer, his symphony builds to a climax, at which point he can take a lair action to cast the Wish spell.The area containing the Conductor’s lair is warped by his presence, creating the following magical effects:
- No audible noise can be made through any means whatsoever in a 1-mile diameter, invisible, spherical aura surrounding and emanating from the Conductor. If the Conductor is inside of a demiplane or his lair, the aura extends indefinitely.