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Wind's Harp

Medium · Fiend · CR 4 · Lawful Evil

Source. Creature Codex
Armor Class
12 (natural armor)
Hit Points and Hit Dice
63 (14d8)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
13
+1
CON
10
+0
INT
10
+0
WIS
10
+0
CHA
19
+4

Overview

Category Monsters
Size Medium
Type Fiend
Alignment Lawful Evil
XP 1100
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Fly 10 ft (3 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 10

Saving Throws

Wisdom +2 Charisma +6

Skills

Stealth +5

Languages

Common, Infernal

Resistances & Immunities

Damage Immunities
cold, fire, poison
Condition Immunities
poisoned

Traits

False Appearance

While the wind's harp devil remains motionless, it is indistinguishable from an ordinary object.

Magic Resistance

The wind's harp devil has advantage on saving throws against spells and other magical effects.

Strong Winds

The wind's harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental, wind demon, or similar creature of air, is within 20 feet of the target, and isn't incapacitated. rP

Actions

Hellish Chorus

Recharge 5–6

The wind's harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus.

Infernal Noise

+6 to hit, range 60 ft (18.3 m). Hit: 2d8 plus 1d6 thunder damage.

Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage plus 3 (1d6) thunder damage.

Multiattack

The wind's harp devil makes two infernal noise attacks.

Reactions

Diabolical Countersong

When a spell is cast within 60 feet of it, the wind's harp devil plays a single, infernal note, interrupting the spell. This reaction works like the counterspell spell, except it only works on spells of 3rd level or lower.

About Wind's Harp

Wind's Harp is a medium fiend with a Challenge Rating of 4. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 63 hit points (derived from 14d8).

Wind's Harp has communication capabilities including Common, Infernal. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Wind's Harp

1 tips available

When using Wind's Harp in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Wind's Harp

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Wind's Harp?
Wind's Harp has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Wind's Harp?
Wind's Harp is a Medium Fiend, which affects how certain spells and abilities interact with it.
What languages does Wind's Harp speak?
Wind's Harp can communicate in Common, Infernal.

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