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"The Conductor"

From Legends of Kern

"The Conductor" is an entity serving out an eternity sentence in Kern’s Time Prison.

Also known as “the Maestro”, the Conductor does not speak. Everywhere he goes, an aura of complete, eerie silence permeates the minds of all hearing creatures: The absence of sound so deep that one’s own heartbeat is silent. From this point on, the only sources of audible noise come only from the Conductor himself.

Though no one yet has met the Conductor and lived to tell the tale, his powers produce the sounds of an intricately-crafted orchestral arrangement that can vary in size and composition completely on a whim. These sounds can be harmful if the Conductor chooses them to be.

His existence as the Time Prison’s warden is an ironic, blissfully ignorant immortal endeavor for him, letting the prisoners of the eternal plane be his captive audience for eternity. Despite his reclusive nature, his influence over the universe at large is undisputed, as he enjoys a large following of worshipers who identify him as a deity whose domain spans the very concepts of tyranny, power, and control.

"The Conductor"

Medium celestial [divinity], Lawful Evil
Armor Class 28 (Natural armor)
Hit Points 370 (29d8 + 240)
Speed 40 ft.

STR 20 (+5)    DEX 30 (+10)    CON 26 (+8)
INT 22 (+6)    WIS 18 (+4)    CHA 28 (+9)

Saving Throws Str +15, Dex +20, Cha +19
Skills Acrobatics +20, Arcana +16, Deception +19, Intimidation +19, Perception +14, Performance +29 (Expertise), Persuasion +19, Sleight of Hand +20, Stealth +20
Damage Resistances Cold, Fire, Lightning; Bludgeoning, piercing, and slashing damage from magical weapons
Damage Immunities Thunder; Bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities Exhaustion, Poisoned, Stunned
Senses Darkvision 120 ft., Passive Perception 22
Languages Understands all languages but does not speak
Challenge 34 (275,000 XP) or 35 (310,000 XP) when encountered in lair

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:

1st level (at will): Catapult, Command, Grease, Jump
3rd level (3 slots): Counterspell, Fear, Haste, Slow
7th level (2 slots): Power Word: Pain
8th level (2 slots): Dominate Monster, Power Word: Stun
Actions

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.
Legendary Actions

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.
Lair Actions

On initiative count 20 (losing initiative ties), the Conductor takes a lair action to cause one of the following magical effects:

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.
Regional Effects

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.
If the Conductor dies, these magical effects dissipate immediately.